Skip to content

Instantly share code, notes, and snippets.

What would you like to do?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/* Refered the link
public class UnityGL1-2 : MonoBehaviour {
static Material lineMaterial;
// Use this for initialization
static void CreateLineMaterial (){
if (!lineMaterial){
// Unity has a built-in shader that is useful for drawing
// simple colored things.
Shader 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);
public void OnRenderObject (){
CreateLineMaterial ();
// Apply the line material
lineMaterial.SetPass (0);
GL.PushMatrix ();
// Set transformation matrix for drawing to
// match our transform
GL.MultMatrix (transform.localToWorldMatrix);
float lineWidth = 100.0f;
// スクリーン上のラインの太さに変換.
float thisWidth = 1.0f / Screen.width * lineWidth * 0.5f;
GL.Begin (GL.QUADS);
GL.Color (;
DrawLine2D(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.8f, 0.0f), thisWidth);
DrawLine2D(new Vector3(0.0f, 0.8f, 0.0f), new Vector3(0.5f, 0.5f, 0.0f), thisWidth);
DrawLine2D(new Vector3(0.5f, 0.5f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), thisWidth);
GL.PopMatrix ();
// 太さのある線を描画.
void DrawLine2D(Vector3 v0, Vector3 v1, float lineWidth) {
Vector3 n = ((new Vector3(v1.y, v0.x, 0.0f)) - (new Vector3(v0.y, v1.x, 0.0f))).normalized * lineWidth;
GL.Vertex3(v0.x - n.x, v0.y - n.y, 0.0f);
GL.Vertex3(v0.x + n.x, v0.y + n.y, 0.0f);
GL.Vertex3(v1.x + n.x, v1.y + n.y, 0.0f);
GL.Vertex3(v1.x - n.x, v1.y - n.y, 0.0f);
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment