├── Assembly-CSharp.csproj
├── Assets
├── DegradedRectangles.cs
├── DegradedRectangles.cs.meta
├── ProceduralGeometry.cs
├── ProceduralGeometry.cs.meta
├── ProceduralGeometry.mat
├── ProceduralGeometry.mat.meta
├── ProceduralGeometry.shader
├── ProceduralGeometry.shader.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── TCP2_Demo_UnityChan.fbx
├── TCP2_Demo_UnityChan.fbx.meta
├── body.asset
├── body.asset.meta
├── def_mat.mat
├── def_mat.mat.meta
├── face.asset
├── face.asset.meta
├── fhair.asset
├── fhair.asset.meta
├── fhair2.asset
├── fhair2.asset.meta
├── head.asset
└── head.asset.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
├── README.md
├── UnityCartoonLine.sln
├── demo.png
├── preview.gif
└── preview2.gif
/Assembly-CSharp.csproj:
--------------------------------------------------------------------------------
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25 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2018_4_8;UNITY_2018_4;UNITY_2018;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITES;ENABLE_GRID;ENABLE_TILEMAP;ENABLE_TERRAIN;ENABLE_TEXTURE_STREAMING;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_VIDEO;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_LOCALIZATION;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
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/Assets/DegradedRectangles.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [CreateAssetMenu(fileName = "DegradedRectanglesData", menuName = "Degraded Rectangles")]
6 | public class DegradedRectangles : ScriptableObject {
7 | public Mesh mesh;
8 | public List degraded_rectangles;
9 |
10 | [ContextMenu("Generate Degraded Rectangle")]
11 | private void GenerateDegradedRectangle() {
12 | if (mesh == null) {
13 | Debug.LogError("mesh is null");
14 | return;
15 | }
16 |
17 | int[] triangles = mesh.triangles;
18 | Vector3[] vertices = mesh.vertices;
19 |
20 | // 遍历Mesh.triangles来找到所有退化四边形,要求无重复
21 | var custom_lines = new List();
22 | int length = triangles.Length / 3;
23 | for (int i = 0; i < length; i++) {
24 | int vertex1_index = triangles[i * 3];
25 | int vertex2_index = triangles[i * 3 + 1];
26 | int vertex3_index = triangles[i * 3 + 2];
27 |
28 | AddCustomLine(vertex1_index, vertex2_index, vertex3_index, vertices, custom_lines);//添加三角图元vertex1和vertex2构成的退化四边形(或叫边)
29 | AddCustomLine(vertex2_index, vertex3_index, vertex1_index, vertices, custom_lines);//添加三角图元vertex2和vertex3构成的退化四边形(或叫边)
30 | AddCustomLine(vertex3_index, vertex1_index, vertex2_index, vertices, custom_lines);//添加三角图元vertex3和vertex1构成的退化四边形(或叫边)
31 | }
32 |
33 | degraded_rectangles = new List(custom_lines.Count);
34 | for (int i = 0; i < custom_lines.Count; i++) {
35 | degraded_rectangles.Add(custom_lines[i].degraded_rectangle);
36 | }
37 | Debug.Log("成功生产退化四边形");
38 | }
39 | private void AddCustomLine(int vertex1Index, int vertex2Index, int vertex3Index, Vector3[] meshVertices, List customLines) {
40 | Vector3 point1 = meshVertices[vertex1Index];
41 | Vector3 point2 = meshVertices[vertex2Index];
42 | MeshLine customLine = new MeshLine(point1, point2);
43 | if (!customLines.Contains(customLine)) {
44 | customLine.degraded_rectangle = new DegradedRectangle();
45 | customLine.degraded_rectangle.vertex1 = vertex1Index;
46 | customLine.degraded_rectangle.vertex2 = vertex2Index;
47 | customLine.degraded_rectangle.triangle1_vertex3 = vertex3Index;
48 | customLine.degraded_rectangle.triangle2_vertex3 = -1;
49 | customLines.Add(customLine);
50 | }
51 | else {
52 | int i = customLines.IndexOf(customLine);
53 | var rectangle = customLines[i].degraded_rectangle;
54 | if (rectangle.triangle2_vertex3 == -1) {
55 | rectangle.triangle2_vertex3 = vertex3Index;
56 | customLines[i].degraded_rectangle = rectangle;
57 | }
58 | }
59 | }
60 | private class MeshLine {
61 | public Vector3 point1;
62 | public Vector3 point2;
63 | public DegradedRectangle degraded_rectangle;
64 |
65 | public MeshLine(Vector3 point1, Vector3 point2) {
66 | this.point1 = point1;
67 | this.point2 = point2;
68 | }
69 |
70 | public static bool operator ==(MeshLine line1, MeshLine line2) {
71 | return line1.Equals(line2);
72 | }
73 |
74 | public static bool operator !=(MeshLine line1, MeshLine line2) {
75 | return !line1.Equals(line2);
76 | }
77 |
78 | public override bool Equals(object obj) {
79 | if (obj == null || GetType() != obj.GetType()) {
80 | return false;
81 | }
82 |
83 | MeshLine line2 = (MeshLine)obj;
84 |
85 | if (point1 == line2.point1 && point2 == line2.point2) {
86 | return true;
87 | }
88 |
89 | if (point1 == line2.point2 && point2 == line2.point1) {
90 | return true;
91 | }
92 |
93 | return false;
94 | }
95 |
96 | public override int GetHashCode() {
97 | return base.GetHashCode();
98 | }
99 |
100 | public override string ToString() {
101 | return string.Format("point1: {0}\npoint2: {1}\nindex.point1: {2}\nindex.point2: {3}\nindex.face_point1: {4}\nindex.face_point2: {5}", point1, point2, degraded_rectangle.vertex1, degraded_rectangle.vertex2, degraded_rectangle.triangle1_vertex3, degraded_rectangle.triangle2_vertex3);
102 | }
103 | }
104 |
105 | }
106 |
107 | //退化四边形
108 | [System.Serializable]
109 | public struct DegradedRectangle {
110 | public int vertex1;// 构成边的顶点1的索引
111 | public int vertex2;// 构成边的顶点2的索引
112 | public int triangle1_vertex3;// 边所在三角面1的顶点3索引
113 | public int triangle2_vertex3;// 边所在三角面2的顶点3索引
114 | }
115 |
116 | public class CustomLine {
117 | public Vector3 point1;
118 | public Vector3 point2;
119 | public DegradedRectangle degraded_rectangle;
120 | }
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/Assets/ProceduralGeometry.cs:
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1 | using UnityEngine;
2 | using System.Runtime.InteropServices;
3 | using UnityEngine.Rendering;
4 | using System.Collections.Generic;
5 |
6 | /*
7 | 思路是退化成点,输入到顶点着色器中,并在几何着色器等图元着色器进化成边
8 | 输入:
9 | 所有顶点,长度为vertices.length。
10 | 所有边的点1索引,长度为n。
11 | 所有边的点2索引,长度为n。
12 | 邻接面1除开边2点的点索引,长度为n。
13 | 邻接面2除开边2点的点索引,长度为n。
14 | (注:退化四边形和三角面一样,模型建立完成后顶点的索引不会改变,因此可以保存。)
15 | */
16 | [ExecuteInEditMode]
17 | [RequireComponent(typeof(SkinnedMeshRenderer))]
18 | public class ProceduralGeometry : MonoBehaviour {
19 | [Range(0, 0.01f)]
20 | public float edgeWidth = 0.01f;
21 | public Material prefab_material; // 预置材质,用于实例化
22 | public DegradedRectangles degraded_rectangles;// 退化四边形资源文件
23 |
24 | private Mesh bake_mesh; // 用于接收动态网格
25 | private Material material; // 动态网格用到的描边材质,由预置材质实例化生成
26 | private SkinnedMeshRenderer mesh_renderer;
27 | private CommandBuffer command_buffer; // 指令缓存
28 | private List mesh_vertices; // 网格顶点,用来接收动态网格的顶点信息
29 | private MaterialBufferManager buffer_manager; // 材质缓存管理器
30 | private List cameras; // 用来清空指令缓存
31 | private int degraded_rectangles_count = 0; // 退化四边形的个数
32 | private bool is_visible = false;// 该动态网格是否可见
33 | private CameraEvent camera_event = CameraEvent.AfterForwardOpaque;
34 |
35 | private void OnEnable() {
36 | if (prefab_material == null || degraded_rectangles == null) {
37 | return;
38 | }
39 | ReleaseBuffer();
40 | bake_mesh = new Mesh();
41 | material = Instantiate(prefab_material);
42 | mesh_renderer = GetComponent();
43 | mesh_vertices = new List();
44 | command_buffer = new CommandBuffer();
45 | buffer_manager = new MaterialBufferManager(mesh_renderer.sharedMesh, degraded_rectangles.degraded_rectangles, material);
46 | degraded_rectangles_count = buffer_manager.GetLines().count;
47 | cameras = new List();
48 | Camera.onPreCull += DrawWithCamera;
49 | command_buffer.name = "Cartoon Line";// 让描边同时在Scene视图和Game视图显示
50 | }
51 |
52 | private void DrawWithCamera(Camera camera) {
53 | mesh_renderer.BakeMesh(bake_mesh);
54 | bake_mesh.GetVertices(mesh_vertices);
55 | buffer_manager.GetVertices().SetData(mesh_vertices);
56 |
57 | if (camera) {
58 | if (!cameras.Contains(camera)) {
59 | cameras.Add(camera);
60 | camera.AddCommandBuffer(camera_event, command_buffer);
61 | }
62 |
63 | command_buffer.Clear();
64 | if (is_visible) { // 模型可见时才进行描边
65 | command_buffer.DrawProcedural(transform.localToWorldMatrix, material, 0, MeshTopology.Points, degraded_rectangles_count);
66 | //Graphics.ExecuteCommandBuffer(command_buffer);
67 | material.SetFloat("EdgeWidth", edgeWidth);
68 | buffer_manager.SetBuffer();
69 | }
70 | }
71 | }
72 |
73 | private void OnDestroy() {
74 | ReleaseBuffer();
75 | }
76 |
77 | private void OnDisable() {
78 | ReleaseBuffer();
79 | }
80 |
81 | private void ReleaseBuffer() {
82 | if (cameras != null) {
83 | for (int i = 0; i < cameras.Count; i++) {
84 | var camera = cameras[i];
85 | if (camera != null && command_buffer != null) {
86 | camera.RemoveCommandBuffer(camera_event, command_buffer);
87 | }
88 | }
89 | }
90 |
91 | if (command_buffer != null) command_buffer.Release();
92 | if (buffer_manager != null) buffer_manager.Release();
93 |
94 | buffer_manager = null;
95 | command_buffer = null;
96 |
97 | Camera.onPreCull -= DrawWithCamera;
98 | }
99 |
100 | void OnBecameVisible() {
101 | is_visible = true;
102 | }
103 |
104 | void OnBecameInvisible() {
105 | is_visible = false;
106 | }
107 | }
108 |
109 | // ComputeBuffer比较多,新建一个类来进行管理
110 | public class MaterialBufferManager {
111 | private Material material;
112 | private ComputeBuffer vertices;
113 | private ComputeBuffer normals;
114 | private ComputeBuffer uvs;
115 | private ComputeBuffer degraded_rectangles;
116 |
117 | public MaterialBufferManager(Mesh mesh, List degraded_rectangles, Material material) {
118 | Vector3[] vertices = mesh.vertices;
119 | Vector3[] normals = mesh.normals;
120 | Vector2[] uvs = mesh.uv;
121 |
122 | this.normals = new ComputeBuffer(normals.Length, 12, ComputeBufferType.Default);// normals中每个元素都是3个4位的float, 所以是3 * 4 = 12
123 | this.uvs = new ComputeBuffer(uvs.Length, 8, ComputeBufferType.Default);
124 | this.degraded_rectangles = new ComputeBuffer(degraded_rectangles.Count, Marshal.SizeOf(typeof(DegradedRectangle)), ComputeBufferType.Default);
125 | this.vertices = new ComputeBuffer(mesh.vertexCount, 12, ComputeBufferType.Default);
126 |
127 | this.uvs.SetData(uvs);
128 | this.normals.SetData(normals);
129 | this.degraded_rectangles.SetData(degraded_rectangles);
130 |
131 | // SetBuffer只需一次,后续直接操作ComputeBuffer即可
132 | this.material = material;
133 | material.SetBuffer("_Normals", this.normals);
134 | material.SetBuffer("_Uvs", this.uvs);
135 | material.SetBuffer("_DegradedRectangles", this.degraded_rectangles);
136 | material.SetBuffer("_Vertices", this.vertices);
137 | }
138 |
139 | public void SetBuffer() {
140 | material.SetBuffer("_Normals", normals);
141 | material.SetBuffer("_Uvs", uvs);
142 | material.SetBuffer("_DegradedRectangles", degraded_rectangles);
143 | material.SetBuffer("_Vertices", vertices);
144 | }
145 |
146 | ~MaterialBufferManager() {
147 | Release();
148 | }
149 |
150 | public ComputeBuffer GetVertices() {
151 | return vertices;
152 | }
153 |
154 | public ComputeBuffer GetNormals() {
155 | return normals;
156 | }
157 |
158 | public ComputeBuffer GetUvs() {
159 | return uvs;
160 | }
161 |
162 | public ComputeBuffer GetLines() {
163 | return degraded_rectangles;
164 | }
165 |
166 | public void Release() {
167 | if (vertices != null) vertices.Release();
168 | if (normals != null) normals.Release();
169 | if (uvs != null) uvs.Release();
170 | if (degraded_rectangles != null) degraded_rectangles.Release();
171 |
172 | vertices = null;
173 | normals = null;
174 | uvs = null;
175 | degraded_rectangles = null;
176 | }
177 | }
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1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "Custom/ProceduralGeometry" {
4 | Properties{
5 | //_MainTex("Texture", 2D) = "white" {}
6 | }
7 |
8 | CGINCLUDE
9 | StructuredBuffer _Vertices;
10 | StructuredBuffer _Normals;
11 | StructuredBuffer _Uvs;
12 | float EdgeWidth = 0.01;
13 | ENDCG
14 |
15 | SubShader{
16 | Tags { "RenderType" = "Opaque" }
17 |
18 | Pass {
19 | Cull Back
20 | CGPROGRAM
21 | #include "UnityCG.cginc"
22 | #pragma target 5.0
23 | #pragma vertex vertex_shader
24 | #pragma fragment fragment_shader
25 | #pragma geometry geometry_shader
26 |
27 | struct g2f {
28 | float4 position : SV_POSITION;
29 | };
30 |
31 | struct v2g {
32 | float4 vertex1 : POSITION;
33 | float4 vertex2 : COLOR;
34 | };
35 |
36 | struct Line {
37 | int vertex1;
38 | int vertex2;
39 | int triangle1_vertex3;
40 | int triangle2_vertex3;
41 | };
42 |
43 | StructuredBuffer _DegradedRectangles;
44 |
45 | v2g vertex_shader(uint id : SV_VertexID, uint inst : SV_InstanceID) {
46 | v2g o;
47 | //获取退化四边形数据,并得到实际的顶点数据。
48 | Line _line = _DegradedRectangles[id];
49 | float4 vertex1 = float4(_Vertices[_line.vertex1], 1.0f);
50 | float4 vertex2 = float4(_Vertices[_line.vertex2], 1.0f);
51 | float3 vertex1_normal = _Normals[_line.vertex1];
52 | float3 vertex2_normal = _Normals[_line.vertex2];
53 | float4 triangle1_vertex3 = float4(_Vertices[_line.triangle1_vertex3], 1.0f);
54 | float4 center_point = (vertex1 + vertex2 + triangle1_vertex3) / 3.0f;
55 | float3 view_dir = ObjSpaceViewDir(center_point);
56 |
57 | bool is_edge = 1;
58 | if (_line.triangle2_vertex3 > 0) { // 非边界边
59 | float4 triangle2_vertex3 = float4(_Vertices[_line.triangle2_vertex3], 1.0f);
60 |
61 | float3 v1 = vertex2 - vertex1;
62 | float3 v2 = triangle1_vertex3 - vertex1;
63 | float3 v3 = triangle2_vertex3 - vertex1;
64 |
65 | float3 face1Normal = cross(v1, v2);
66 | float3 face2Normal = cross(v3, v1);
67 |
68 | bool is_outline = !step(0, dot(face1Normal, view_dir) * dot(face2Normal, view_dir));
69 | bool is_crease = step(pow(dot(face1Normal, face2Normal) / cos(1.0472f), 2), dot(face1Normal, face1Normal) * dot(face2Normal, face2Normal));
70 |
71 | is_edge = is_outline | is_crease;
72 | }
73 |
74 | // 把顶点转换到裁剪空间
75 | o.vertex1 = UnityObjectToClipPos(vertex1 + vertex1_normal * 0.001f) * is_edge;
76 | o.vertex2 = UnityObjectToClipPos(vertex2 + vertex2_normal * 0.001f) * is_edge;
77 | return o;
78 | }
79 |
80 | /*
81 | 使用"LineStream"画线条
82 | use "LineStream" to draw line
83 | */
84 | //[maxvertexcount(2)]
85 | //void geometry_shader(point v2g input[1], inout LineStream stream) {
86 | // // 使用几何着色器把退化四边形进化成线条
87 | // // 直接使用stream.RestartStrip();即可,如有更好的方法请自行实现。
88 | // g2f o;
89 | // o.position = input[0].vertex1;
90 | // stream.Append(o);
91 | // o.position = input[0].vertex2;
92 | // stream.Append(o);
93 | // stream.RestartStrip();
94 | //}
95 |
96 | /*
97 | 使用"TriangleStream"画2个三角形, 来组成1个四边形模拟线条粗细。
98 | use "TriangleStream" to draw two triangle to make a quad to control the width of line.
99 | */
100 | [maxvertexcount(6)]
101 | void geometry_shader(point v2g input[1], inout TriangleStream stream) {
102 | // 使用几何着色器把退化四边形进化成线条
103 | // 直接使用stream.RestartStrip();即可,如有更好的方法请自行实现。
104 | g2f o;
105 |
106 | float PctExtend = 0.01;
107 |
108 | float3 e0 = input[0].vertex1.xyz / input[0].vertex1.w;
109 | float3 e1 = input[0].vertex2.xyz / input[0].vertex2.w;
110 | float2 ext = PctExtend * (e1.xy - e0.xy);
111 | float2 v = normalize(float3(e1.xy - e0.xy, 0)).xy;
112 | float2 n = float2(-v.y, v.x) * EdgeWidth;
113 |
114 | float4 v0 = float4(e0.xy + n / 2.0 - ext, e0.z, 1.0);
115 | float4 v1 = float4(e0.xy - n / 2.0 - ext, e0.z, 1.0);
116 | float4 v2 = float4(e1.xy + n / 2.0 + ext, e1.z, 1.0);
117 | float4 v3 = float4(e1.xy - n / 2.0 + ext, e1.z, 1.0);
118 |
119 | o.position = v0;
120 | stream.Append(o);
121 | o.position = v3;
122 | stream.Append(o);
123 | o.position = v2;
124 | stream.Append(o);
125 | stream.RestartStrip();
126 |
127 | o.position = v0;
128 | stream.Append(o);
129 | o.position = v1;
130 | stream.Append(o);
131 | o.position = v3;
132 | stream.Append(o);
133 | stream.RestartStrip();
134 | }
135 |
136 |
137 | fixed4 fragment_shader(g2f i) : SV_Target{
138 | // 给线条一个颜色
139 | return fixed4(0, 0, 0, 0);
140 | }
141 |
142 | ENDCG
143 | }
144 | }
145 | }
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/README.md:
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1 | # UnitySimpleCartoonLine
2 | 代码整理版本在[这里](https://github.com/L-LingRen/ToonMeshLine)
3 | 使用模型网格生成的卡通描边
4 | 代码有点乱,有些地方写得可能有点小错误,优化也没做到位,但效果是没错的,请自行整理。
5 | 请不要直接用到项目中,仅作为demo提供参考,后果自负。
6 | 使用方法:双击SampleScene场景,点击运行即可。
7 | 实时描边的原理:在[这里](https://www.cnblogs.com/lht666/p/11447199.html)
8 | 控制线条粗细的原理:在[这里](https://www.cnblogs.com/lht666/p/12013323.html)
9 | > 
10 | > 
11 | > 
12 |
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1 |
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/demo.png:
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