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我有一个线框着色器,可以在左侧立方体上显示三角形,并希望对其进行更新,使其仅显示四边形,例如在右侧立方体上。
这是代码:
Shader "Custom/Wireframe"
{
Properties
{
_WireColor("WireColor", Color) = (1,0,0,1)
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 5.0
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
half4 _WireColor, _Color;
struct v2g
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct g2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 dist : TEXCOORD1;
};
v2g vert(appdata_base v)
{
v2g OUT;
OUT.pos = mul(UNITY_MATRIX_MVP, v.vertex);
OUT.uv = v.texcoord;
return OUT;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream)
{
float2 WIN_SCALE = float2(_ScreenParams.x/2.0, _ScreenParams.y/2.0);
//frag position
float2 p0 = WIN_SCALE * IN[0].pos.xy / IN[0].pos.w;
float2 p1 = WIN_SCALE * IN[1].pos.xy / IN[1].pos.w;
float2 p2 = WIN_SCALE * IN[2].pos.xy / IN[2].pos.w;
//barycentric position
float2 v0 = p2-p1;
float2 v1 = p2-p0;
float2 v2 = p1-p0;
//triangles area
float area = abs(v1.x*v2.y - v1.y * v2.x);
g2f OUT;
OUT.pos = IN[0].pos;
OUT.uv = IN[0].uv;
OUT.dist = float3(area/length(v0),0,0);
triStream.Append(OUT);
OUT.pos = IN[1].pos;
OUT.uv = IN[1].uv;
OUT.dist = float3(0,area/length(v1),0);
triStream.Append(OUT);
OUT.pos = IN[2].pos;
OUT.uv = IN[2].uv;
OUT.dist = float3(0,0,area/length(v2));
triStream.Append(OUT);
}
half4 frag(g2f IN) : COLOR
{
//distance of frag from triangles center
float d = min(IN.dist.x, min(IN.dist.y, IN.dist.z));
//fade based on dist from center
float I = exp2(-4.0*d*d);
return lerp(_Color, _WireColor, I);
}
ENDCG
}
}
最佳答案
Someone posted a question他们开始的作品之一是……一个无对角线的线框着色器!在一段时间内寻找其中一个(并记住这个问题)我认为它应该得到答案。
找到下面的着色器 at this site .
Shader "Custom/Geometry/Wireframe"
{
Properties
{
[PowerSlider(3.0)]
_WireframeVal ("Wireframe width", Range(0., 0.5)) = 0.05
_FrontColor ("Front color", color) = (1., 1., 1., 1.)
_BackColor ("Back color", color) = (1., 1., 1., 1.)
[Toggle] _RemoveDiag("Remove diagonals?", Float) = 0.
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Change "shader_feature" with "pragma_compile" if you want set this keyword from c# code
#pragma shader_feature __ _REMOVEDIAG_ON
#include "UnityCG.cginc"
struct v2g {
float4 worldPos : SV_POSITION;
};
struct g2f {
float4 pos : SV_POSITION;
float3 bary : TEXCOORD0;
};
v2g vert(appdata_base v) {
v2g o;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
float3 param = float3(0., 0., 0.);
#if _REMOVEDIAG_ON
float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
if(EdgeA > EdgeB && EdgeA > EdgeC)
param.y = 1.;
else if (EdgeB > EdgeC && EdgeB > EdgeA)
param.x = 1.;
else
param.z = 1.;
#endif
g2f o;
o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
o.bary = float3(1., 0., 0.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
o.bary = float3(0., 0., 1.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
o.bary = float3(0., 1., 0.) + param;
triStream.Append(o);
}
float _WireframeVal;
fixed4 _BackColor;
fixed4 frag(g2f i) : SV_Target {
if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal)))
discard;
return _BackColor;
}
ENDCG
}
Pass
{
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
// Change "shader_feature" with "pragma_compile" if you want set this keyword from c# code
#pragma shader_feature __ _REMOVEDIAG_ON
#include "UnityCG.cginc"
struct v2g {
float4 worldPos : SV_POSITION;
};
struct g2f {
float4 pos : SV_POSITION;
float3 bary : TEXCOORD0;
};
v2g vert(appdata_base v) {
v2g o;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
float3 param = float3(0., 0., 0.);
#if _REMOVEDIAG_ON
float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
if(EdgeA > EdgeB && EdgeA > EdgeC)
param.y = 1.;
else if (EdgeB > EdgeC && EdgeB > EdgeA)
param.x = 1.;
else
param.z = 1.;
#endif
g2f o;
o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
o.bary = float3(1., 0., 0.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
o.bary = float3(0., 0., 1.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
o.bary = float3(0., 1., 0.) + param;
triStream.Append(o);
}
float _WireframeVal;
fixed4 _FrontColor;
fixed4 frag(g2f i) : SV_Target {
if(!any(bool3(i.bary.x <= _WireframeVal, i.bary.y <= _WireframeVal, i.bary.z <= _WireframeVal)))
discard;
return _FrontColor;
}
ENDCG
}
}
}
#pragma shader_feature __ _REMOVEDIAG_ON
行,这将导致两个着色器
get compiled internally ,所以如果您只需要它来做一件事,您将需要删除此行并适当调整任何其他引用。
关于unity3d - 线框着色器 : How to display quads and not triangles?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49350004/
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