【发布时间】:2017-06-22 10:08:42
【问题描述】:
Shader "Custom/Geometry/Wireframe"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_WireframeVal ("Wireframe width", Range(0.000, 0.035)) = 0.05
_Color ("color", color) = (1, 1, 1, 1)
_BackColor ("Back color", color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" "Glowable" = "True" }
Pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
#include "UnityCG.cginc"
struct v2g {
float4 pos : SV_POSITION;
};
struct g2f {
float4 pos : SV_POSITION;
float3 center : TEXCOORD0;
};
v2g vert(appdata_base v) {
v2g o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
float2 p0 = IN[0].pos.xy / IN[0].pos.w;
float2 p1 = IN[1].pos.xy / IN[1].pos.w;
float2 p2 = IN[2].pos.xy / IN[2].pos.w;
float2 edge0 = p1 - p0;
float2 edge1 = p2 - p1;
float2 edge2 = p0 - p2;
float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
g2f o;
o.pos = IN[0].pos;
o.center = float3(area/length(edge1) , 0, 0);
triStream.Append(o);
o.pos = IN[1].pos;
o.center = float3(0, 0, area/length(edge2) );
triStream.Append(o);
o.pos = IN[2].pos;
o.center = float3(0, area/length(edge0), 0);
triStream.Append(o);
}
float _WireframeVal;
fixed4 _BackColor;
float4 _Color;
fixed4 frag(g2f i) : SV_Target
{
if(min(i.center.x ,(min(i.center.y,i.center.z))) > _WireframeVal)
{
discard;
}
return _BackColor;
}
ENDCG
}
}
}
此外,当我将宽度几乎减小到零 (0.0001) 时,一些像素的线没有被绘制出来,我该怎么办?我想将线框着色器作为统一构建的线框模式制作,我该如何实现?
【问题讨论】:
标签: unity3d graphics shader fragment-shader