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@Fewes
Created May 28, 2022 16:37
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Shader "Wireframe"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_WireColor ("Wire Color", Color) = (0, 0, 0)
_Smoothing ("Smoothing", Range(0, 10)) = 1
_Thickness ("Thickness", Range(0, 10)) = 1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#pragma geometry geo
#include "UnityCG.cginc"
float3 _Color;
float3 _WireColor;
float _Smoothing;
float _Thickness;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2g
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float2 bary : TEXCOORD3;
};
v2g vert(appdata v)
{
v2g o;
UNITY_INITIALIZE_OUTPUT(v2g, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
struct g2f
{
v2g data;
float2 bary : TEXCOORD4;
};
[maxvertexcount(3)]
void geo(triangle v2g i[3], inout TriangleStream<g2f> stream)
{
float3 p0 = i[0].worldPos.xyz;
float3 p1 = i[1].worldPos.xyz;
float3 p2 = i[2].worldPos.xyz;
float3 triangleNormal = normalize(cross(p1 - p0, p2 - p0));
i[0].normal = triangleNormal;
i[1].normal = triangleNormal;
i[2].normal = triangleNormal;
g2f g0, g1, g2;
g0.data = i[0];
g1.data = i[1];
g2.data = i[2];
g0.bary = float2(1, 0);
g1.bary = float2(0, 1);
g2.bary = float2(0, 0);
stream.Append(g0);
stream.Append(g1);
stream.Append(g2);
}
float4 frag(g2f i) : SV_Target
{
float3 barys;
barys.xy = i.bary;
barys.z = 1 - barys.x - barys.y;
float3 deltas = fwidth(barys);
float3 smoothing = deltas * _Smoothing;
float3 thickness = deltas * _Thickness;
barys = smoothstep(thickness, thickness + smoothing, barys);
float minBary = min(barys.x, min(barys.y, barys.z));
float3 color = lerp(_WireColor, _Color, minBary);
float3 viewNormal = mul((float3x3)UNITY_MATRIX_V, i.data.normal);
color *= dot(normalize(float3(0.5, 0.5, 1)), viewNormal) * 0.5 + 0.5;
return float4(color, 1);
}
ENDCG
}
}
}
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