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// Source: http://answers.unity3d.com/questions/482128/draw-grid-lines-in-game-view.html | |
using UnityEngine; | |
using System.Collections; | |
public class GridOverlay : MonoBehaviour | |
{ | |
public bool show = true; | |
public int gridSizeX; | |
public int gridSizeY; | |
public int gridSizeZ; | |
public float step; | |
public float startX; | |
public float startY; | |
public float startZ; | |
private Material lineMaterial; | |
public Color mainColor = new Color(0f, 1f, 0f, 1f); | |
void CreateLineMaterial() | |
{ | |
if (!lineMaterial) | |
{ | |
// Unity has a built-in shader that is useful for drawing | |
// simple colored things. | |
var shader = Shader.Find("Hidden/Internal-Colored"); | |
lineMaterial = new Material(shader); | |
lineMaterial.hideFlags = HideFlags.HideAndDontSave; | |
// Turn on alpha blending | |
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); | |
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); | |
// Turn backface culling off | |
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); | |
// Turn off depth writes | |
lineMaterial.SetInt("_ZWrite", 0); | |
} | |
} | |
void OnPostRender() | |
{ | |
CreateLineMaterial(); | |
// set the current material | |
lineMaterial.SetPass(0); | |
GL.Begin(GL.LINES); | |
if (step == 0) | |
Debug.Log("Step is 0, wont draw Grid. Step it to higher than 0."); | |
if (show) | |
{ | |
GL.Color(mainColor); | |
//Layers | |
for (float j = 0; j <= gridSizeY; j += step) | |
{ | |
//X axis lines | |
for (float i = 0; i <= gridSizeZ; i += step) | |
{ | |
GL.Vertex3(startX, startY + j, startZ + i); | |
GL.Vertex3(startX + gridSizeX, startY + j, startZ + i); | |
} | |
//Z axis lines | |
for (float i = 0; i <= gridSizeX; i += step) | |
{ | |
GL.Vertex3(startX + i, startY + j, startZ); | |
GL.Vertex3(startX + i, startY + j, startZ + gridSizeZ); | |
} | |
} | |
//Y axis lines | |
for (float i = 0; i <= gridSizeZ; i += step) | |
{ | |
for (float k = 0; k <= gridSizeX; k += step) | |
{ | |
GL.Vertex3(startX + k, startY, startZ + i); | |
GL.Vertex3(startX + k, startY + gridSizeY, startZ + i); | |
} | |
} | |
} | |
GL.End(); | |
} | |
} |
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