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using UnityEngine; | |
using System.Collections; | |
using System.Linq; | |
[ExecuteInEditMode] | |
public class ClippableObject : MonoBehaviour { | |
public void OnEnable() { | |
//let's just create a new material instance. | |
GetComponent<MeshRenderer>().sharedMaterial = new Material(Shader.Find("Custom/StandardClippable")) { | |
hideFlags = HideFlags.HideAndDontSave | |
}; | |
} | |
public void Start() { } | |
//only 3 clip planes for now, will need to modify the shader for more. | |
[Range(0, 3)] | |
public int clipPlanes = 0; | |
//preview size for the planes. Shown when the object is selected. | |
public float planePreviewSize = 5.0f; | |
//Positions and rotations for the planes. The rotations will be converted into normals to be used by the shaders. | |
public Vector3 plane1Position = Vector3.zero; | |
public Vector3 plane1Rotation = new Vector3(0, 0, 0); | |
public Vector3 plane2Position = Vector3.zero; | |
public Vector3 plane2Rotation = new Vector3(0, 90, 90); | |
public Vector3 plane3Position = Vector3.zero; | |
public Vector3 plane3Rotation = new Vector3(0, 0, 90); | |
//Only used for previewing a plane. Draws diagonals and edges of a limited flat plane. | |
private void DrawPlane(Vector3 position, Vector3 euler) { | |
var forward = Quaternion.Euler(euler) * Vector3.forward; | |
var left = Quaternion.Euler(euler) * Vector3.left; | |
var forwardLeft = position + forward * planePreviewSize * 0.5f + left * planePreviewSize * 0.5f; | |
var forwardRight = forwardLeft - left * planePreviewSize; | |
var backRight = forwardRight - forward * planePreviewSize; | |
var backLeft = forwardLeft - forward * planePreviewSize; | |
Gizmos.DrawLine(position, forwardLeft); | |
Gizmos.DrawLine(position, forwardRight); | |
Gizmos.DrawLine(position, backRight); | |
Gizmos.DrawLine(position, backLeft); | |
Gizmos.DrawLine(forwardLeft, forwardRight); | |
Gizmos.DrawLine(forwardRight, backRight); | |
Gizmos.DrawLine(backRight, backLeft); | |
Gizmos.DrawLine(backLeft, forwardLeft); | |
} | |
private void OnDrawGizmosSelected() { | |
if (clipPlanes >= 1) { | |
DrawPlane(plane1Position, plane1Rotation); | |
} | |
if (clipPlanes >= 2) { | |
DrawPlane(plane2Position, plane2Rotation); | |
} | |
if (clipPlanes >= 3) { | |
DrawPlane(plane3Position, plane3Rotation); | |
} | |
} | |
//Ideally the planes do not need to be updated every frame, but we'll just keep the logic here for simplicity purposes. | |
public void Update() | |
{ | |
var sharedMaterial = GetComponent<MeshRenderer>().sharedMaterial; | |
//Only should enable one keyword. If you want to enable any one of them, you actually need to disable the others. | |
//This may be a bug... | |
switch (clipPlanes) { | |
case 0: | |
sharedMaterial.DisableKeyword("CLIP_ONE"); | |
sharedMaterial.DisableKeyword("CLIP_TWO"); | |
sharedMaterial.DisableKeyword("CLIP_THREE"); | |
break; | |
case 1: | |
sharedMaterial.EnableKeyword("CLIP_ONE"); | |
sharedMaterial.DisableKeyword("CLIP_TWO"); | |
sharedMaterial.DisableKeyword("CLIP_THREE"); | |
break; | |
case 2: | |
sharedMaterial.DisableKeyword("CLIP_ONE"); | |
sharedMaterial.EnableKeyword("CLIP_TWO"); | |
sharedMaterial.DisableKeyword("CLIP_THREE"); | |
break; | |
case 3: | |
sharedMaterial.DisableKeyword("CLIP_ONE"); | |
sharedMaterial.DisableKeyword("CLIP_TWO"); | |
sharedMaterial.EnableKeyword("CLIP_THREE"); | |
break; | |
} | |
//pass the planes to the shader if necessary. | |
if (clipPlanes >= 1) | |
{ | |
sharedMaterial.SetVector("_planePos", plane1Position); | |
//plane normal vector is the rotated 'up' vector. | |
sharedMaterial.SetVector("_planeNorm", Quaternion.Euler(plane1Rotation) * Vector3.up); | |
} | |
if (clipPlanes >= 2) | |
{ | |
sharedMaterial.SetVector("_planePos2", plane2Position); | |
sharedMaterial.SetVector("_planeNorm2", Quaternion.Euler(plane2Rotation) * Vector3.up); | |
} | |
if (clipPlanes >= 3) | |
{ | |
sharedMaterial.SetVector("_planePos3", plane3Position); | |
sharedMaterial.SetVector("_planeNorm3", Quaternion.Euler(plane3Rotation) * Vector3.up); | |
} | |
} | |
} |
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