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Calculate a bounded mvp matrix for an object.
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class ProjectedBounds : MonoBehaviour { | |
private Transform _transform; | |
private Renderer _renderer; | |
private Mesh _mesh; | |
private MaterialPropertyBlock _block; | |
private void Start(){ | |
_transform = this.transform; | |
_renderer = GetComponent<Renderer>(); | |
_mesh = GetComponent<MeshFilter>().sharedMesh; | |
_block = new MaterialPropertyBlock(); | |
} | |
// Get the component wise absolute value of the extents dotted with the matrix column. | |
private static float ExtentAxis(Vector3 e, Vector3 c){ | |
return Mathf.Abs(e.x*c.x) + Mathf.Abs(e.y*c.y) + Mathf.Abs(e.z*c.z); | |
} | |
private void OnWillRenderObject(){ | |
// Calculate the usual view-projection matrix. | |
var cam = Camera.current; | |
var view = cam.worldToCameraMatrix; | |
var projection = cam.projectionMatrix; | |
var vp_matrix = projection*view; | |
// Project the object's bounds into screen space using the model-view-projection matrix. | |
var mvp = vp_matrix*_transform.localToWorldMatrix; | |
var bounds = _mesh.bounds; | |
// Cast center to a homogenous point. | |
Vector4 center = bounds.center; center.w = 1; | |
// Project to clip coords. | |
center = mvp*center; | |
center.x /= center.w; | |
center.y /= center.w; | |
// Calculate the extents. | |
var ex = ExtentAxis(bounds.extents, mvp.GetRow(0))/center.w; | |
var ey = ExtentAxis(bounds.extents, mvp.GetRow(1))/center.w; | |
var ortho = Matrix4x4.Ortho(center.x - ex, center.x + ex, center.y - ey, center.y + ey, -1, 1); | |
_block.SetMatrix("_VP_Matrix", ortho*vp_matrix); | |
_renderer.SetPropertyBlock(_block); | |
} | |
} |
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Shader "ProjectedBounds" { | |
Properties { | |
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Tags {"Queue" = "Geometry"} | |
Pass { | |
CGPROGRAM | |
#pragma vertex VShader | |
#pragma fragment FShader | |
#include "UnityCG.cginc" | |
struct VertInput { | |
float4 position : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct FragInput { | |
float4 position : SV_POSITION; | |
float4 screen_uv : TEXCOORD0; | |
}; | |
sampler2D _MainTex; | |
float4x4 _VP_Matrix; | |
void VShader(in VertInput IN, out FragInput OUT) { | |
// This is what UnityObjectToClipPos() does, | |
// but we want to reuse the world space pos. | |
float4 world_pos = mul(UNITY_MATRIX_M, IN.position); | |
OUT.position = mul(UNITY_MATRIX_VP, world_pos); | |
// Calculate the screen pos with our own view-projection matrix. | |
float4 screen_pos = mul(_VP_Matrix, world_pos); | |
// Change from clip coords [-1, 1] to UV coords [0, 1]. | |
OUT.screen_uv = screen_pos + screen_pos.w; | |
} | |
half4 FShader(in FragInput IN) : SV_Target { | |
// Need to use projective texturing or the triangles will be distorted. | |
return tex2Dproj(_MainTex, IN.screen_uv); | |
} | |
ENDCG | |
} | |
} | |
} |
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