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@arthurschiller
Created March 8, 2023 20:51
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RealityKit Wireframe Shader (Custom Material)
#include <metal_stdlib>
#include <RealityKit/RealityKit.h>
// Godot Source Credits: https://godotshaders.com/shader/wireframe-shader-godot-4-0/
// https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/
using namespace metal;
constant half3 albedo = half3(1.0);
constant half3 wireColor = half3(255. / 255, 213. / 255, 6. / 255);
constant float wireWidth = 0.5; // ideally between 0.0 and 40.0
constant float wireSmoothness = 0.01; // should be between 0.0 and 0.1
[[visible]]
void wireframeMaterialGeometryModifier(realitykit::geometry_parameters params) {
float3 barys = float3(0);
int index = params.geometry().vertex_id() % 3;
switch (index) {
case 0:
barys = float3(1.0, 0.0, 0.0);
break;
case 1:
barys = float3(0.0, 1.0, 0.0);
break;
case 2:
barys = float3(0.0, 0.0, 1.0);
break;
}
params.geometry().set_custom_attribute(float4(barys, 0));
}
[[visible]]
void wireframeMaterialSurfaceShader(realitykit::surface_parameters params) {
float3 barys = params.geometry().custom_attribute().xyz;
float3 deltas = fwidth(barys);
float3 barys_s = smoothstep(deltas * wireWidth - wireSmoothness, deltas * wireWidth + wireSmoothness, barys);
float wires = min(barys_s.x, min(barys_s.y, barys_s.z));
float threshold = 0.001;
if (abs(wires) > threshold) {
discard_fragment();
}
half3 emissive = mix(wireColor.rgb, albedo.rgb, wires);
params.surface().set_emissive_color(emissive);
}
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