├── .gitignore
├── Assets
├── LineRenderer2D.asmdef
├── LineRenderer2D.asmdef.meta
├── Runtime.meta
├── Runtime
│ ├── P_SG_Line.prefab
│ ├── P_SG_Line.prefab.meta
│ ├── P_SG_MultiLine.prefab
│ ├── P_SG_MultiLine.prefab.meta
│ ├── P_S_Line.prefab
│ ├── P_S_Line.prefab.meta
│ ├── P_S_MultiLine.prefab
│ ├── P_S_MultiLine.prefab.meta
│ ├── P_S_VectorialLine.prefab
│ ├── P_S_VectorialLine.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── LineRenderer2D.cs
│ │ ├── LineRenderer2D.cs.meta
│ │ ├── MultiLineRenderer2D.cs
│ │ └── MultiLineRenderer2D.cs.meta
│ ├── Shadergraph.meta
│ ├── Shadergraph
│ │ ├── M_SG_BresenhamLine.mat
│ │ ├── M_SG_BresenhamLine.mat.meta
│ │ ├── M_SG_BresenhamLineUnlit.mat
│ │ ├── M_SG_BresenhamLineUnlit.mat.meta
│ │ ├── M_SG_BresenhamMultiLine.mat
│ │ ├── M_SG_BresenhamMultiLine.mat.meta
│ │ ├── M_SG_BresenhamMultiLineUnlit.mat
│ │ ├── M_SG_BresenhamMultiLineUnlit.mat.meta
│ │ ├── M_SG_VectorialLine.mat
│ │ ├── M_SG_VectorialLine.mat.meta
│ │ ├── M_SG_VectorialLineUnlit.mat
│ │ ├── M_SG_VectorialLineUnlit.mat.meta
│ │ ├── SG_BresenhamLine.shadergraph
│ │ ├── SG_BresenhamLine.shadergraph.meta
│ │ ├── SG_BresenhamLineUnlit.shadergraph
│ │ ├── SG_BresenhamLineUnlit.shadergraph.meta
│ │ ├── SG_BresenhamMultiLine.shadergraph
│ │ ├── SG_BresenhamMultiLine.shadergraph.meta
│ │ ├── SG_BresenhamMultiLineUnlit.shadergraph
│ │ ├── SG_BresenhamMultiLineUnlit.shadergraph.meta
│ │ ├── SG_VectorialLine.shadergraph
│ │ ├── SG_VectorialLine.shadergraph.meta
│ │ ├── SG_VectorialLineUnlit.shadergraph
│ │ └── SG_VectorialLineUnlit.shadergraph.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── M_BresenhamLineRenderer2D_Lit.mat
│ │ ├── M_BresenhamLineRenderer2D_Lit.mat.meta
│ │ ├── M_BresenhamLineRenderer2D_Unlit.mat
│ │ ├── M_BresenhamLineRenderer2D_Unlit.mat.meta
│ │ ├── M_BresenhamMultiLineRenderer2D_Lit.mat
│ │ ├── M_BresenhamMultiLineRenderer2D_Lit.mat.meta
│ │ ├── M_BresenhamMultiLineRenderer2D_Unlit.mat
│ │ ├── M_BresenhamMultiLineRenderer2D_Unlit.mat.meta
│ │ ├── M_VectorialLineRenderer2D.mat
│ │ ├── M_VectorialLineRenderer2D.mat.meta
│ │ ├── S_BresenhamLine.hlsl
│ │ ├── S_BresenhamLine.hlsl.meta
│ │ ├── S_BresenhamLineRenderer2D.shader
│ │ ├── S_BresenhamLineRenderer2D.shader.meta
│ │ ├── S_BresenhamMultiLine.hlsl
│ │ ├── S_BresenhamMultiLine.hlsl.meta
│ │ ├── S_BresenhamMultiLineRenderer2D.shader
│ │ ├── S_BresenhamMultiLineRenderer2D.shader.meta
│ │ ├── S_VectorialLineRenderer2D.shader
│ │ └── S_VectorialLineRenderer2D.shader.meta
│ ├── T_1x1Pixel.bmp
│ └── T_1x1Pixel.bmp.meta
├── Samples.meta
├── Samples
│ ├── 2D Renderer Data.asset
│ ├── 2D Renderer Data.asset.meta
│ ├── TestScene.unity
│ ├── TestScene.unity.meta
│ ├── UniversalRenderPipelineAsset.asset
│ └── UniversalRenderPipelineAsset.asset.meta
├── package.json
└── package.json.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
62 | .vsconfig
63 |
64 | UserSettings/EditorUserSettings.asset
65 |
66 | Packages/packages-lock.json
67 |
--------------------------------------------------------------------------------
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/Assets/Runtime/Scripts/LineRenderer2D.cs:
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1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | using UnityEngine;
15 |
16 | #if UNITY_EDITOR
17 | using UnityEditor;
18 | #endif
19 |
20 | namespace Game.Core.Rendering
21 | {
22 | ///
23 | ///
24 | ///
25 | [ExecuteAlways]
26 | public class LineRenderer2D : MonoBehaviour
27 | {
28 | [Tooltip("The position of the endpoint A. Its world position depends on whether the Local Space options is enabled.")]
29 | public Vector2 PointA;
30 |
31 | [Tooltip("The position of the endpoint B. Its world position depends on whether the Local Space options is enabled.")]
32 | public Vector2 PointB;
33 |
34 | public Color LineColorA
35 | {
36 | get
37 | {
38 | return m_LineColorA;
39 | }
40 | }
41 |
42 | public Color LineColorB
43 | {
44 | get
45 | {
46 | return m_LineColorB;
47 | }
48 | }
49 |
50 | public Camera CurrentCamera
51 | {
52 | get
53 | {
54 | return m_Camera
55 | #if UNITY_EDITOR
56 | == null ? m_editorCamera : m_Camera
57 | #endif
58 | ;
59 | }
60 |
61 | set
62 | {
63 | m_Camera = value;
64 | int screenHeight = (int)m_Camera.orthographicSize * 2;
65 | m_pixelsPerUnit = m_Camera.pixelHeight / screenHeight;
66 | }
67 | }
68 |
69 | [Tooltip("When enabled, the position of the points is sent to the GPU once per frame without having to apply the changes.")]
70 | [SerializeField]
71 | protected bool m_AutoApplyPositionChanges;
72 |
73 | [Tooltip("The sprite renderer that defines the area of the screen where the line is to be drawn.")]
74 | [SerializeField]
75 | protected SpriteRenderer m_Renderer;
76 |
77 | [Tooltip("The color of the line at the endpoint A. If the color of the point B is different, the line will be filled with a color gradient.")]
78 | [SerializeField]
79 | protected Color m_LineColorA = Color.red;
80 |
81 | [Tooltip("The color of the line at the endpoint B. If the color of the point A is different, the line will be filled with a color gradient.")]
82 | [SerializeField]
83 | protected Color m_LineColorB = Color.red;
84 |
85 | [Tooltip("The color used in the area of the quad that is not filled with the line.")]
86 | [SerializeField]
87 | protected Color m_BackgroundColor = Color.clear;
88 |
89 | [Tooltip("The width of every point in the line, in pixels.")]
90 | [Min(0.0001f)]
91 | [SerializeField]
92 | protected float m_LineThickness = 4.0f;
93 |
94 | [Tooltip("The length of the dots of the line. Use big numbers to draw a continuous line.")]
95 | [SerializeField]
96 | protected float m_DottedLineLength = 99999.0f;
97 |
98 | [Tooltip("The offset of the dots of the line.")]
99 | [SerializeField]
100 | protected float m_DottedLineOffset = 0.0f;
101 |
102 | [Tooltip("When enabled, the world position of the parent is added to the position of the points which is assumed to be local.")]
103 | [SerializeField]
104 | protected bool m_PositionsAreLocalSpace = false;
105 |
106 | [Tooltip("Enable this when the line is drawn using the vectorial technique.")]
107 | [SerializeField]
108 | protected bool m_UsesVectorialLineMaterial;
109 |
110 | [Tooltip("A texture to draw on the line.")]
111 | [SerializeField]
112 | protected Texture2D m_LineTexture;
113 |
114 | [Tooltip("The tiling settings for the line texture.")]
115 | [SerializeField]
116 | protected Vector2 m_LineTextureTiling = Vector2.one;
117 |
118 | [Tooltip("The offset settings for the line texture.")]
119 | [SerializeField]
120 | protected Vector2 m_LineTextureOffset = Vector2.zero;
121 |
122 | [Tooltip("The camera used for calculating the actual thickness on screen.")]
123 | [SerializeField]
124 | protected Camera m_Camera;
125 |
126 | protected int PixelsPerUnit
127 | {
128 | get
129 | {
130 | #if UNITY_EDITOR
131 |
132 | if(!Application.isPlaying && m_editorCamera != null)
133 | {
134 | return Mathf.CeilToInt(m_editorCamera.pixelHeight / (m_editorCamera.orthographicSize * 2));
135 | }
136 |
137 | #endif
138 |
139 | return m_pixelsPerUnit;
140 | }
141 | }
142 |
143 | protected int m_pixelsPerUnit;
144 | protected bool m_isPositionsDirty = false;
145 | protected MaterialPropertyBlock m_materialPropertyBlock;
146 |
147 | #if UNITY_EDITOR
148 |
149 | protected Camera m_editorCamera;
150 |
151 | #endif
152 |
153 | protected static class ShaderParams
154 | {
155 | public static int LineColorA = Shader.PropertyToID("_LineColorA");
156 | public static int LineColorB = Shader.PropertyToID("_LineColorB");
157 | public static int LineColor = Shader.PropertyToID("_LineColor");
158 | public static int Thickness = Shader.PropertyToID("_Thickness");
159 | public static int DottedLineLength = Shader.PropertyToID("_DottedLineLength");
160 | public static int DottedLineOffset = Shader.PropertyToID("_DottedLineOffset");
161 | public static int BackgroundColor = Shader.PropertyToID("_BackgroundColor");
162 | public static int LineTexture = Shader.PropertyToID("_LineTexture");
163 | public static int LineTexture_ST = Shader.PropertyToID("_LineTexture_ST");
164 | public static int Origin = Shader.PropertyToID("_Origin");
165 | public static int PointA = Shader.PropertyToID("_PointA");
166 | public static int PointB = Shader.PropertyToID("_PointB");
167 | }
168 |
169 | protected virtual void Start()
170 | {
171 | if(!Application.isPlaying)
172 | {
173 | return;
174 | }
175 |
176 | int screenHeight = (int)CurrentCamera.orthographicSize * 2;
177 | m_pixelsPerUnit = CurrentCamera.pixelHeight / screenHeight;
178 |
179 | ApplyPointPositionChanges();
180 |
181 | if (CurrentCamera != null)
182 | {
183 | m_Renderer.GetPropertyBlock(m_materialPropertyBlock);
184 | RefreshMaterial();
185 | }
186 | }
187 |
188 | protected virtual void OnEnable()
189 | {
190 | if(m_materialPropertyBlock == null)
191 | {
192 | m_materialPropertyBlock = new MaterialPropertyBlock();
193 | }
194 |
195 | if(CurrentCamera != null)
196 | {
197 | m_Renderer.GetPropertyBlock(m_materialPropertyBlock);
198 | RefreshMaterial();
199 | }
200 | }
201 |
202 | protected virtual void LateUpdate()
203 | {
204 | if(CurrentCamera != null &&
205 | (m_isPositionsDirty || m_AutoApplyPositionChanges))
206 | {
207 | m_isPositionsDirty = false;
208 | SendPointPositionsToGPU();
209 | }
210 | }
211 |
212 | #if UNITY_EDITOR
213 |
214 | protected virtual void OnRenderObject()
215 | {
216 | if (m_editorCamera == null && !Application.isPlaying)
217 | {
218 | Camera[] sceneCameras = SceneView.GetAllSceneCameras();
219 |
220 | if (sceneCameras.Length > 0)
221 | {
222 | m_editorCamera = sceneCameras[0];
223 | OnEnable();
224 | }
225 | }
226 |
227 | if(m_UsesVectorialLineMaterial && !Application.isPlaying)
228 | {
229 | SendPointPositionsToGPU();
230 | }
231 | }
232 |
233 | #endif
234 |
235 | protected virtual void RefreshMaterial()
236 | {
237 | m_materialPropertyBlock.SetColor(ShaderParams.LineColorA, m_LineColorA);
238 | m_materialPropertyBlock.SetColor(ShaderParams.LineColorB, m_LineColorB);
239 | m_materialPropertyBlock.SetFloat(ShaderParams.Thickness, m_LineThickness);
240 | m_materialPropertyBlock.SetFloat(ShaderParams.DottedLineLength, m_DottedLineLength);
241 | m_materialPropertyBlock.SetFloat(ShaderParams.DottedLineOffset, m_DottedLineOffset);
242 | m_materialPropertyBlock.SetColor(ShaderParams.BackgroundColor, m_BackgroundColor);
243 | m_materialPropertyBlock.SetColor(ShaderParams.LineColor, m_LineColorA);
244 |
245 | if (m_LineTexture != null)
246 | {
247 | m_materialPropertyBlock.SetTexture(ShaderParams.LineTexture, m_LineTexture);
248 | }
249 | else
250 | {
251 | m_materialPropertyBlock.SetTexture(ShaderParams.LineTexture, Texture2D.whiteTexture);
252 | }
253 |
254 | m_materialPropertyBlock.SetVector(ShaderParams.LineTexture_ST, new Vector4(m_LineTextureTiling.x, m_LineTextureTiling.y, m_LineTextureOffset.x, m_LineTextureOffset.y));
255 |
256 | if(!Application.isPlaying || m_AutoApplyPositionChanges)
257 | {
258 | SendPointPositionsToGPU();
259 | }
260 | }
261 |
262 | ///
263 | ///
264 | ///
265 | ///
266 | public void SetColorA(Color newLineColor)
267 | {
268 | m_LineColorA = newLineColor;
269 |
270 | m_materialPropertyBlock.SetColor(ShaderParams.LineColorA, m_LineColorA);
271 | m_materialPropertyBlock.SetColor(ShaderParams.LineColor, m_LineColorA);
272 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
273 | }
274 |
275 | ///
276 | ///
277 | ///
278 | ///
279 | public void SetColorB(Color newLineColor)
280 | {
281 | m_LineColorB = newLineColor;
282 |
283 | m_materialPropertyBlock.SetColor(ShaderParams.LineColorB, m_LineColorB);
284 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
285 | }
286 |
287 | ///
288 | ///
289 | ///
290 | ///
291 | public void SetThickness(float newThickness)
292 | {
293 | m_LineThickness = newThickness;
294 |
295 | m_materialPropertyBlock.SetFloat(ShaderParams.Thickness, m_LineThickness);
296 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
297 | }
298 |
299 | ///
300 | ///
301 | ///
302 | ///
303 | public void SetDottedLineLength(float newDottedLineLength)
304 | {
305 | m_DottedLineLength = newDottedLineLength;
306 |
307 | m_materialPropertyBlock.SetFloat(ShaderParams.DottedLineLength, m_DottedLineLength);
308 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
309 | }
310 |
311 | ///
312 | ///
313 | ///
314 | ///
315 | public void SetDottedLineOffset(float newDottedLineOffset)
316 | {
317 | m_DottedLineOffset = newDottedLineOffset;
318 |
319 | m_materialPropertyBlock.SetFloat(ShaderParams.DottedLineOffset, m_DottedLineOffset);
320 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
321 | }
322 |
323 | ///
324 | ///
325 | ///
326 | ///
327 | ///
328 | public void SetTextureTilingAndOffset(Vector2 newTiling, Vector2 newOffset)
329 | {
330 | m_materialPropertyBlock.SetVector(ShaderParams.LineTexture_ST, new Vector4(newTiling.x, newTiling.y, newOffset.x, newOffset.y));
331 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
332 | }
333 |
334 | ///
335 | ///
336 | ///
337 | ///
338 | public void SetBackgroundColor(Color newBackgroundColor)
339 | {
340 | m_BackgroundColor = newBackgroundColor;
341 |
342 | m_materialPropertyBlock.SetColor(ShaderParams.BackgroundColor, m_BackgroundColor);
343 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
344 | }
345 |
346 | ///
347 | ///
348 | ///
349 | ///
350 | public void SetLineTexture(Texture2D newTexture)
351 | {
352 | m_LineTexture = newTexture;
353 |
354 | if (m_LineTexture != null)
355 | {
356 | m_materialPropertyBlock.SetTexture(ShaderParams.LineTexture, m_LineTexture);
357 | }
358 | else
359 | {
360 | m_materialPropertyBlock.SetTexture(ShaderParams.LineTexture, Texture2D.whiteTexture);
361 | }
362 |
363 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
364 | }
365 |
366 | ///
367 | ///
368 | ///
369 | ///
370 | public void SetLineTextureTiling(Vector2 newLineTextureTiling)
371 | {
372 | m_LineTextureTiling = newLineTextureTiling;
373 |
374 | SetTextureTilingAndOffset(m_LineTextureTiling, m_LineTextureOffset);
375 | }
376 |
377 | ///
378 | ///
379 | ///
380 | ///
381 | public void SetLineTextureOffset(Vector2 newLineTextureOffset)
382 | {
383 | m_LineTextureOffset = newLineTextureOffset;
384 |
385 | SetTextureTilingAndOffset(m_LineTextureTiling, m_LineTextureOffset);
386 | }
387 |
388 | ///
389 | ///
390 | ///
391 | public void ApplyPointPositionChanges()
392 | {
393 | m_isPositionsDirty = true;
394 | }
395 |
396 | protected virtual void SendPointPositionsToGPU()
397 | {
398 | Vector2 parentPosition = Vector2.zero;
399 |
400 | if(m_PositionsAreLocalSpace && transform.parent != null)
401 | {
402 | parentPosition = transform.parent.position;
403 | }
404 |
405 | if(m_UsesVectorialLineMaterial)
406 | {
407 | m_materialPropertyBlock.SetVector(ShaderParams.PointA, (Vector2)CurrentCamera.WorldToScreenPoint(PointA + parentPosition));
408 | m_materialPropertyBlock.SetVector(ShaderParams.PointB, (Vector2)CurrentCamera.WorldToScreenPoint(PointB + parentPosition));
409 |
410 | Vector2 origin = CurrentCamera.WorldToScreenPoint(Vector2.zero);
411 |
412 | #if UNITY_EDITOR
413 |
414 | // This allows to draw the line on the scene view at the proper position
415 | if(!Application.isPlaying && m_editorCamera != null)
416 | {
417 | origin = m_editorCamera.WorldToScreenPoint(Vector2.zero);
418 |
419 | m_materialPropertyBlock.SetVector(ShaderParams.PointA, (Vector2)m_editorCamera.WorldToScreenPoint(PointA + parentPosition));
420 | m_materialPropertyBlock.SetVector(ShaderParams.PointB, (Vector2)m_editorCamera.WorldToScreenPoint(PointB + parentPosition));
421 | }
422 |
423 | #endif
424 |
425 | origin = new Vector2(Mathf.Round(origin.x), Mathf.Round(origin.y));
426 | m_materialPropertyBlock.SetVector(ShaderParams.Origin, origin);
427 | }
428 | else
429 | {
430 | m_materialPropertyBlock.SetVector(ShaderParams.PointA, PointA + parentPosition);
431 | m_materialPropertyBlock.SetVector(ShaderParams.PointB, PointB + parentPosition);
432 | }
433 |
434 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
435 |
436 | RefreshSpriteTransform();
437 | }
438 |
439 | protected virtual void RefreshSpriteTransform()
440 | {
441 | Vector2 parentPosition = Vector2.zero;
442 |
443 | if (m_PositionsAreLocalSpace && transform.parent != null)
444 | {
445 | parentPosition = transform.parent.position;
446 | }
447 |
448 | // This avoids the pixel blocks of the line to be cut-off
449 | float MINIMUM_THICKNESS = PixelsPerUnit == 0 ? m_LineThickness
450 | : m_LineThickness / PixelsPerUnit;
451 | MINIMUM_THICKNESS *= 1.6f; // Adjustment to make sure the width of the mesh is enough for all slopes
452 |
453 | Vector2 lineDirection = (PointB - PointA).normalized;
454 | Vector2 lineDirectionPerpendicular = Vector2.Perpendicular(lineDirection);
455 | transform.localScale = new Vector3((PointA - PointB).magnitude + MINIMUM_THICKNESS * 2.0f, MINIMUM_THICKNESS * 2.0f, 1.0f);
456 | transform.rotation = Quaternion.AngleAxis(Vector2.SignedAngle(lineDirection, Vector2.right), Vector3.back);
457 | transform.position = parentPosition + PointA - lineDirection * MINIMUM_THICKNESS + lineDirectionPerpendicular * MINIMUM_THICKNESS;
458 |
459 | if (transform.parent != null)
460 | {
461 | Vector3 parentScale = transform.parent.localScale;
462 | transform.localScale = new Vector3(transform.lossyScale.x / parentScale.x, transform.lossyScale.y / parentScale.y, 1.0f);
463 | }
464 | }
465 |
466 | private static Vector4 Calculate2DWorldBoundingBox(Vector2 pointA, Vector2 pointB)
467 | {
468 | Vector4 bounds = new Vector4(float.MaxValue, -float.MaxValue, -float.MaxValue, float.MaxValue);
469 |
470 | bounds.x = bounds.x > pointA.x ? pointA.x
471 | : bounds.x;
472 | bounds.y = bounds.y < pointA.y ? pointA.y
473 | : bounds.y;
474 | bounds.z = bounds.z < pointA.x ? pointA.x
475 | : bounds.z;
476 | bounds.w = bounds.w > pointA.y ? pointA.y
477 | : bounds.w;
478 | bounds.x = bounds.x > pointB.x ? pointB.x
479 | : bounds.x;
480 | bounds.y = bounds.y < pointB.y ? pointB.y
481 | : bounds.y;
482 | bounds.z = bounds.z < pointB.x ? pointB.x
483 | : bounds.z;
484 | bounds.w = bounds.w > pointB.y ? pointB.y
485 | : bounds.w;
486 |
487 | bounds.z -= bounds.x;
488 | bounds.w = bounds.y - bounds.w;
489 |
490 | return bounds;
491 | }
492 |
493 | #if UNITY_EDITOR
494 |
495 | private void OnDrawGizmos()
496 | {
497 | Vector2 parentPosition = Vector2.zero;
498 |
499 | if (m_PositionsAreLocalSpace && transform.parent != null)
500 | {
501 | parentPosition = transform.parent.position;
502 | }
503 |
504 | Gizmos.color = Color.cyan;
505 | Gizmos.DrawRay(PointA + parentPosition, Vector2.up);
506 | Gizmos.DrawRay(PointA + parentPosition, Vector2.right);
507 | Gizmos.DrawRay(PointB + parentPosition, Vector2.up);
508 | Gizmos.DrawRay(PointB + parentPosition, Vector2.right);
509 |
510 | Gizmos.color = Color.magenta;
511 | Gizmos.DrawLine(PointA + parentPosition, PointB + parentPosition);
512 | }
513 |
514 | [CustomEditor(typeof(LineRenderer2D))]
515 | protected class LineRenderer2DEditor : UnityEditor.Editor
516 | {
517 | private static class Texts
518 | {
519 | public static GUIContent PixelsPerUnit = new GUIContent("Pixels per unit: ", "The detected pixels per Unity spacial unit.");
520 | public static GUIContent PointA = new GUIContent("A");
521 | public static GUIContent PointB = new GUIContent("B");
522 | }
523 |
524 | protected SerializedProperty m_pointA;
525 | protected SerializedProperty m_pointB;
526 | protected SerializedProperty m_lineColorA;
527 | protected SerializedProperty m_lineColorB;
528 | protected SerializedProperty m_lineThickness;
529 | protected SerializedProperty m_dottedLineLength;
530 | protected SerializedProperty m_dottedLineOffset;
531 | protected SerializedProperty m_backgroundColor;
532 | protected SerializedProperty m_lineTexture;
533 | protected SerializedProperty m_lineTextureTiling;
534 | protected SerializedProperty m_lineTextureOffset;
535 | protected SerializedProperty m_positionsAreLocalSpace;
536 | protected SerializedProperty m_autoApplyPositionChanges;
537 | protected SerializedProperty m_usesVectorialLineMaterial;
538 | protected SerializedProperty m_camera;
539 | protected SerializedProperty m_renderer;
540 |
541 | protected virtual void OnEnable()
542 | {
543 | m_pointA = serializedObject.FindProperty("PointA");
544 | m_pointB = serializedObject.FindProperty("PointB");
545 | m_lineColorA = serializedObject.FindProperty("m_LineColorA");
546 | m_lineColorB = serializedObject.FindProperty("m_LineColorB");
547 | m_lineThickness = serializedObject.FindProperty("m_LineThickness");
548 | m_dottedLineLength = serializedObject.FindProperty("m_DottedLineLength");
549 | m_dottedLineOffset = serializedObject.FindProperty("m_DottedLineOffset");
550 | m_backgroundColor = serializedObject.FindProperty("m_BackgroundColor");
551 | m_lineTexture = serializedObject.FindProperty("m_LineTexture");
552 | m_lineTextureTiling = serializedObject.FindProperty("m_LineTextureTiling");
553 | m_lineTextureOffset = serializedObject.FindProperty("m_LineTextureOffset");
554 | m_positionsAreLocalSpace = serializedObject.FindProperty("m_PositionsAreLocalSpace");
555 | m_autoApplyPositionChanges = serializedObject.FindProperty("m_AutoApplyPositionChanges");
556 | m_usesVectorialLineMaterial = serializedObject.FindProperty("m_UsesVectorialLineMaterial");
557 | m_camera = serializedObject.FindProperty("m_Camera");
558 | m_renderer = serializedObject.FindProperty("m_Renderer");
559 | }
560 |
561 | public override void OnInspectorGUI()
562 | {
563 | EditorGUILayout.BeginVertical();
564 | {
565 | EditorGUI.BeginChangeCheck();
566 | {
567 | DrawProperties();
568 | }
569 | if(EditorGUI.EndChangeCheck())
570 | {
571 | serializedObject.ApplyModifiedProperties();
572 |
573 | (target as LineRenderer2D).RefreshMaterial();
574 | }
575 | }
576 | EditorGUILayout.EndVertical();
577 | }
578 |
579 | protected virtual void DrawProperties()
580 | {
581 | EditorGUILayout.PropertyField(m_pointA);
582 | EditorGUILayout.PropertyField(m_pointB);
583 | EditorGUILayout.PropertyField(m_lineColorA);
584 | EditorGUILayout.PropertyField(m_lineColorB);
585 | EditorGUILayout.PropertyField(m_lineThickness);
586 | EditorGUILayout.PropertyField(m_dottedLineLength);
587 | EditorGUILayout.PropertyField(m_dottedLineOffset);
588 | EditorGUILayout.PropertyField(m_backgroundColor);
589 | EditorGUILayout.PropertyField(m_lineTexture);
590 | EditorGUILayout.PropertyField(m_lineTextureTiling);
591 | EditorGUILayout.PropertyField(m_lineTextureOffset);
592 | EditorGUILayout.PropertyField(m_positionsAreLocalSpace);
593 | EditorGUILayout.PropertyField(m_autoApplyPositionChanges);
594 | EditorGUILayout.PropertyField(m_usesVectorialLineMaterial);
595 | EditorGUILayout.PropertyField(m_camera);
596 | EditorGUILayout.PropertyField(m_renderer);
597 | EditorGUILayout.LabelField(new GUIContent(Texts.PixelsPerUnit.text + (target as LineRenderer2D).PixelsPerUnit, Texts.PixelsPerUnit.tooltip));
598 | }
599 |
600 | protected void OnSceneGUI()
601 | {
602 | float handleSize = HandleUtility.GetHandleSize(Vector3.zero) * 0.1f;
603 |
604 | Vector2 pointA;
605 | Vector2 pointB;
606 |
607 | EditorGUI.BeginChangeCheck();
608 | {
609 | pointA = Handles.PositionHandle(m_pointA.vector2Value, Quaternion.identity);
610 | pointB = Handles.PositionHandle(m_pointB.vector2Value, Quaternion.identity);
611 |
612 | Handles.Label(pointA + Vector2.down * handleSize, Texts.PointA);
613 | Handles.Label(pointB + Vector2.down * handleSize, Texts.PointB);
614 | }
615 | if(EditorGUI.EndChangeCheck())
616 | {
617 | Undo.RecordObject(target, "Line point moved");
618 |
619 | LineRenderer2D lineRenderer = target as LineRenderer2D;
620 | lineRenderer.PointA = pointA;
621 | lineRenderer.PointB = pointB;
622 |
623 | serializedObject.Update();
624 | }
625 | }
626 | }
627 |
628 | #endif
629 |
630 | }
631 | }
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/Assets/Runtime/Scripts/LineRenderer2D.cs.meta:
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/Assets/Runtime/Scripts/MultiLineRenderer2D.cs:
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1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | using System.Collections.Generic;
15 | using UnityEngine;
16 |
17 | #if UNITY_EDITOR
18 | using UnityEditor;
19 | #endif
20 |
21 | namespace Game.Core.Rendering
22 | {
23 | ///
24 | ///
25 | ///
26 | [ExecuteAlways]
27 | public class MultiLineRenderer2D : MonoBehaviour
28 | {
29 | [Tooltip("The position of every point in the line. Its world position depends on whether the Local Space options is enabled.")]
30 | public List Points = new List();
31 |
32 | public Camera CurrentCamera
33 | {
34 | get
35 | {
36 | return m_Camera
37 | #if UNITY_EDITOR
38 | == null ? m_editorCamera : m_Camera
39 | #endif
40 | ;
41 | }
42 |
43 | set
44 | {
45 | m_Camera = value;
46 | int screenHeight = (int)m_Camera.orthographicSize * 2;
47 | m_pixelsPerUnit = m_Camera.pixelHeight / screenHeight;
48 | }
49 | }
50 |
51 | [Tooltip("The sprite renderer that defines the area of the screen where the line is to be drawn.")]
52 | [SerializeField]
53 | protected SpriteRenderer m_Renderer;
54 |
55 | [Tooltip("The color of the line.")]
56 | [SerializeField]
57 | protected Color m_LineColor = Color.red;
58 |
59 | [Tooltip("The color used in the area of the quad that is not filled with the line.")]
60 | [SerializeField]
61 | protected Color m_BackgroundColor = Color.clear;
62 |
63 | [Tooltip("The width of every point in the line, in pixels.")]
64 | [SerializeField]
65 | protected float m_LineThickness = 4.0f;
66 |
67 | [Tooltip("The maximum points the line can contain.")]
68 | [SerializeField]
69 | protected int m_MaxPoints = 80;
70 |
71 | [Tooltip("When enabled, the position of the points is sent to the GPU once per frame without having to apply the changes.")]
72 | [SerializeField]
73 | protected bool m_AutoApplyPositionChanges;
74 |
75 | [Tooltip("When enabled, the world position of the parent is added to the position of the points which is assumed to be local.")]
76 | [SerializeField]
77 | protected bool m_PositionsAreLocalSpace = false;
78 |
79 | [Tooltip("The camera used for calculating the actual thickness on screen.")]
80 | [SerializeField]
81 | protected Camera m_Camera;
82 |
83 | protected int PixelsPerUnit
84 | {
85 | get
86 | {
87 | #if UNITY_EDITOR
88 |
89 | if (!Application.isPlaying && m_editorCamera != null)
90 | {
91 | return Mathf.CeilToInt(m_editorCamera.pixelHeight / (m_editorCamera.orthographicSize * 2));
92 | }
93 |
94 | #endif
95 |
96 | return m_pixelsPerUnit;
97 | }
98 | }
99 |
100 | protected int m_pointsCount;
101 | protected int m_packedPointsCount;
102 | protected int m_pixelsPerUnit;
103 |
104 | protected Texture2D m_packedPointsTexture;
105 | protected Color[] m_packedPoints;
106 | protected bool m_isPositionsDirty = false;
107 | protected bool m_isLayoutDirty = false;
108 | protected MaterialPropertyBlock m_materialPropertyBlock;
109 |
110 | #if UNITY_EDITOR
111 |
112 | protected Camera m_editorCamera;
113 |
114 | #endif
115 |
116 | protected static class ShaderParams
117 | {
118 | public static int LineColor = Shader.PropertyToID("_LineColor");
119 | public static int Thickness = Shader.PropertyToID("_Thickness");
120 | public static int BackgroundColor = Shader.PropertyToID("_BackgroundColor");
121 | public static int Origin = Shader.PropertyToID("_Origin");
122 | public static int PointsCount = Shader.PropertyToID("_PointsCount");
123 | public static int PackedPointsCount = Shader.PropertyToID("_PackedPointsCount");
124 | public static int PackedPoints = Shader.PropertyToID("_PackedPoints");
125 | }
126 |
127 | ///
128 | /// Establishes the maximum amount of points the line can render.
129 | ///
130 | /// The maximum amount of points that can be rendered by this line.
131 | public void SetMaxPoints(int maximum)
132 | {
133 | m_MaxPoints = maximum;
134 | ApplyLayoutChanges();
135 | }
136 |
137 | protected virtual void Start()
138 | {
139 | if(!Application.isPlaying)
140 | {
141 | return;
142 | }
143 |
144 | int screenHeight = (int)CurrentCamera.orthographicSize * 2;
145 | m_pixelsPerUnit = CurrentCamera.pixelHeight / screenHeight;
146 |
147 | ApplyLayoutChanges();
148 | ApplyPointPositionChanges();
149 |
150 | if (CurrentCamera != null)
151 | {
152 | m_Renderer.GetPropertyBlock(m_materialPropertyBlock);
153 | RefreshMaterial();
154 | }
155 | }
156 |
157 | protected virtual void OnEnable()
158 | {
159 | if (m_materialPropertyBlock == null)
160 | {
161 | m_materialPropertyBlock = new MaterialPropertyBlock();
162 | }
163 |
164 | ApplyLayoutChanges();
165 | ApplyPointPositionChanges();
166 |
167 | if(CurrentCamera != null)
168 | {
169 | m_Renderer.GetPropertyBlock(m_materialPropertyBlock);
170 | RefreshMaterial();
171 | }
172 | }
173 |
174 | protected virtual void LateUpdate()
175 | {
176 | if(CurrentCamera == null)
177 | {
178 | return;
179 | }
180 |
181 | if (m_isLayoutDirty)
182 | {
183 | m_isLayoutDirty = false;
184 | SendLayoutToGPU();
185 | }
186 |
187 | if(m_isPositionsDirty || m_AutoApplyPositionChanges)
188 | {
189 | m_isPositionsDirty = false;
190 | SendPointPositionsToGPU();
191 | }
192 | }
193 |
194 | #if UNITY_EDITOR
195 |
196 | protected virtual void OnRenderObject()
197 | {
198 | if (m_editorCamera == null && !Application.isPlaying)
199 | {
200 | Camera[] sceneCameras = SceneView.GetAllSceneCameras();
201 |
202 | if (sceneCameras.Length > 0)
203 | {
204 | m_editorCamera = sceneCameras[0];
205 | OnEnable();
206 | }
207 | }
208 | }
209 |
210 | #endif
211 |
212 | ///
213 | ///
214 | ///
215 | ///
216 | public void SetColor(Color newLineColor)
217 | {
218 | m_LineColor = newLineColor;
219 |
220 | m_materialPropertyBlock.SetColor(ShaderParams.LineColor, m_LineColor);
221 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
222 | }
223 |
224 | ///
225 | ///
226 | ///
227 | ///
228 | public void SetThickness(float newThickness)
229 | {
230 | m_LineThickness = newThickness;
231 |
232 | m_materialPropertyBlock.SetFloat(ShaderParams.Thickness, m_LineThickness);
233 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
234 | }
235 |
236 | ///
237 | /// Marks the layout of the line (the number of points) as dirty, so the new values will be sent to the GPU right before the line is rendered again.
238 | ///
239 | public void ApplyLayoutChanges()
240 | {
241 | m_isLayoutDirty = true;
242 | }
243 |
244 | ///
245 | /// Marks the positions of the points as dirty, so the new values will be sent to the GPU right before the line is rendered again.
246 | ///
247 | public void ApplyPointPositionChanges()
248 | {
249 | m_isPositionsDirty = true;
250 | }
251 |
252 | protected void SendLayoutToGPU()
253 | {
254 | m_pointsCount = Mathf.Min(Points.Count, m_MaxPoints);
255 | m_packedPointsCount = Mathf.CeilToInt(m_pointsCount * 0.5f);
256 |
257 | if (m_packedPoints == null || m_packedPoints.Length < m_packedPointsCount)
258 | {
259 | m_packedPoints = new Color[m_packedPointsCount];
260 | }
261 |
262 | if(m_packedPointsTexture == null || m_packedPointsTexture.width < m_packedPointsCount)
263 | {
264 | m_packedPointsTexture = new Texture2D(m_packedPointsCount, 1, TextureFormat.RGBAFloat, false, true);
265 | }
266 |
267 | m_materialPropertyBlock.SetTexture(ShaderParams.PackedPoints, m_packedPointsTexture);
268 | m_materialPropertyBlock.SetFloat(ShaderParams.PointsCount, m_pointsCount);
269 | m_materialPropertyBlock.SetFloat(ShaderParams.PackedPointsCount, m_packedPointsCount);
270 | }
271 |
272 | protected virtual void SendPointPositionsToGPU()
273 | {
274 | if (Points.Count == 0)
275 | {
276 | return;
277 | }
278 |
279 | RefreshSpriteTransform();
280 |
281 | Vector2 parentPosition = Vector2.zero;
282 |
283 | if (m_PositionsAreLocalSpace && transform.parent != null)
284 | {
285 | parentPosition = transform.parent.position;
286 | }
287 |
288 | // Packs the points in colors that contain 2 points each
289 | for (int j = 0; j < m_packedPointsCount; ++j)
290 | {
291 | m_packedPoints[j].r = Points[j * 2].x + parentPosition.x;
292 | m_packedPoints[j].g = Points[j * 2].y + parentPosition.y;
293 |
294 | if (j * 2 + 1 >= m_pointsCount)
295 | {
296 | break;
297 | }
298 |
299 | m_packedPoints[j].b = Points[j * 2 + 1].x + parentPosition.x;
300 | m_packedPoints[j].a = Points[j * 2 + 1].y + parentPosition.y;
301 | }
302 |
303 | m_packedPointsTexture.SetPixels(0, 0, m_packedPointsCount, 1, m_packedPoints);
304 | m_packedPointsTexture.Apply();
305 | }
306 |
307 | protected virtual void RefreshSpriteTransform()
308 | {
309 | Vector2 parentPosition = Vector2.zero;
310 |
311 | if (m_PositionsAreLocalSpace && transform.parent != null)
312 | {
313 | parentPosition = transform.parent.position;
314 | }
315 |
316 | // This avoids the pixel blocks of the line to be cut-off
317 | float MINIMUM_THICKNESS = m_pixelsPerUnit == 0 ? m_LineThickness
318 | : m_LineThickness / m_pixelsPerUnit;
319 |
320 | Vector4 worldBounds = Calculate2DWorldBoundingBox(Points);
321 | worldBounds.x -= MINIMUM_THICKNESS;
322 | worldBounds.y += MINIMUM_THICKNESS;
323 | worldBounds.z += 2 * MINIMUM_THICKNESS;
324 | worldBounds.w += 2 * MINIMUM_THICKNESS;
325 | transform.localScale = new Vector3(worldBounds.z, worldBounds.w, 1.0f);
326 | transform.position = new Vector2(worldBounds.x + parentPosition.x, worldBounds.y + parentPosition.y);
327 | transform.rotation = Quaternion.identity;
328 |
329 | if (transform.parent != null)
330 | {
331 | Vector3 parentScale = transform.parent.localScale;
332 | transform.localScale = new Vector3(transform.localScale.x / parentScale.x, transform.localScale.y / parentScale.y, 1.0f);
333 | }
334 | }
335 |
336 | private static Vector4 Calculate2DWorldBoundingBox(List points)
337 | {
338 | Vector4 bounds = new Vector4(float.MaxValue, -float.MaxValue, -float.MaxValue, float.MaxValue);
339 |
340 | for (int i = 0; i < points.Count; ++i)
341 | {
342 | bounds.x = bounds.x > points[i].x ? points[i].x
343 | : bounds.x;
344 | bounds.y = bounds.y < points[i].y ? points[i].y
345 | : bounds.y;
346 | bounds.z = bounds.z < points[i].x ? points[i].x
347 | : bounds.z;
348 | bounds.w = bounds.w > points[i].y ? points[i].y
349 | : bounds.w;
350 | }
351 |
352 | bounds.z -= bounds.x;
353 | bounds.w = bounds.y - bounds.w;
354 |
355 | return bounds;
356 | }
357 |
358 | protected virtual void RefreshMaterial()
359 | {
360 | m_materialPropertyBlock.SetColor(ShaderParams.LineColor, m_LineColor);
361 | m_materialPropertyBlock.SetFloat(ShaderParams.Thickness, m_LineThickness);
362 | m_materialPropertyBlock.SetColor(ShaderParams.BackgroundColor, m_BackgroundColor);
363 |
364 | #if UNITY_EDITOR
365 |
366 | if(m_isLayoutDirty)
367 | {
368 | m_isLayoutDirty = false;
369 | SendLayoutToGPU();
370 | }
371 |
372 | if (m_isPositionsDirty && (!Application.isPlaying || m_AutoApplyPositionChanges))
373 | {
374 | m_isPositionsDirty = false;
375 | SendPointPositionsToGPU();
376 | }
377 |
378 | #endif
379 | m_Renderer.SetPropertyBlock(m_materialPropertyBlock);
380 |
381 | #if UNITY_EDITOR
382 |
383 | SceneView.RepaintAll();
384 |
385 | #endif
386 |
387 | }
388 |
389 | #if UNITY_EDITOR
390 |
391 | protected virtual void OnDrawGizmos()
392 | {
393 | Vector2 parentPosition = Vector2.zero;
394 |
395 | if (m_PositionsAreLocalSpace && transform.parent != null)
396 | {
397 | parentPosition = transform.parent.position;
398 | }
399 |
400 | for (int i = 0; i < Points.Count; ++i)
401 | {
402 | Gizmos.color = Color.cyan;
403 | Gizmos.DrawRay(Points[i] + parentPosition, Vector2.up);
404 | Gizmos.DrawRay(Points[i] + parentPosition, Vector2.right);
405 |
406 | if (i < Points.Count - 1)
407 | {
408 | Gizmos.color = Color.magenta;
409 | Gizmos.DrawLine(Points[i] + parentPosition, Points[i + 1] + parentPosition);
410 | }
411 | }
412 | }
413 |
414 | [CustomEditor(typeof(MultiLineRenderer2D))]
415 | protected class MultiLineRenderer2DEditor : UnityEditor.Editor
416 | {
417 | private static class Texts
418 | {
419 | public static GUIContent PixelsPerUnit = new GUIContent("Pixels per unit: ", "The detected pixels per Unity spacial unit.");
420 | public static GUIContent PointsCount = new GUIContent("Points count: ", "The actual amount of points in the line.");
421 | public static GUIContent PackedPointsCount = new GUIContent("Packed points count: ", "The amount of packages that contain 2 points each.");
422 | }
423 |
424 | protected SerializedProperty m_points;
425 | protected SerializedProperty m_maxPoints;
426 | protected SerializedProperty m_lineThickness;
427 | protected SerializedProperty m_lineColor;
428 | protected SerializedProperty m_backgroundColor;
429 | protected SerializedProperty m_positionsAreLocalSpace;
430 | protected SerializedProperty m_autoApplyPositionChanges;
431 | protected SerializedProperty m_camera;
432 | protected SerializedProperty m_renderer;
433 |
434 | protected virtual void OnEnable()
435 | {
436 | m_points = serializedObject.FindProperty("Points");
437 | m_maxPoints = serializedObject.FindProperty("m_MaxPoints");
438 | m_lineThickness = serializedObject.FindProperty("m_LineThickness");
439 | m_lineColor = serializedObject.FindProperty("m_LineColor");
440 | m_backgroundColor = serializedObject.FindProperty("m_BackgroundColor");
441 | m_positionsAreLocalSpace = serializedObject.FindProperty("m_PositionsAreLocalSpace");
442 | m_autoApplyPositionChanges = serializedObject.FindProperty("m_AutoApplyPositionChanges");
443 | m_camera = serializedObject.FindProperty("m_Camera");
444 | m_renderer = serializedObject.FindProperty("m_Renderer");
445 | }
446 |
447 | public override void OnInspectorGUI()
448 | {
449 | EditorGUILayout.BeginVertical();
450 | {
451 | bool hasChanges = false;
452 |
453 | EditorGUI.BeginChangeCheck();
454 | {
455 | // Points
456 | EditorGUILayout.PropertyField(m_points);
457 | }
458 | if (EditorGUI.EndChangeCheck())
459 | {
460 | (target as MultiLineRenderer2D).ApplyLayoutChanges();
461 | (target as MultiLineRenderer2D).ApplyPointPositionChanges();
462 | hasChanges = true;
463 | }
464 |
465 | EditorGUI.BeginChangeCheck();
466 | {
467 | // Max points
468 | EditorGUILayout.PropertyField(m_maxPoints);
469 | }
470 | if (EditorGUI.EndChangeCheck())
471 | {
472 | (target as MultiLineRenderer2D).ApplyLayoutChanges();
473 | hasChanges = true;
474 | }
475 |
476 | EditorGUI.BeginChangeCheck();
477 | {
478 | // Line thickness
479 | EditorGUILayout.PropertyField(m_lineThickness);
480 | }
481 | if (EditorGUI.EndChangeCheck())
482 | {
483 | (target as MultiLineRenderer2D).ApplyPointPositionChanges();
484 | hasChanges = true;
485 | }
486 |
487 | EditorGUI.BeginChangeCheck();
488 | {
489 | // Line color
490 | EditorGUILayout.PropertyField(m_lineColor);
491 | // Background color
492 | EditorGUILayout.PropertyField(m_backgroundColor);
493 | }
494 | if (EditorGUI.EndChangeCheck())
495 | {
496 | hasChanges = true;
497 | }
498 |
499 | EditorGUI.BeginChangeCheck();
500 | {
501 | // Positions are local space
502 | EditorGUILayout.PropertyField(m_positionsAreLocalSpace);
503 | }
504 | if (EditorGUI.EndChangeCheck())
505 | {
506 | (target as MultiLineRenderer2D).ApplyPointPositionChanges();
507 | hasChanges = true;
508 | }
509 |
510 | EditorGUI.BeginChangeCheck();
511 | {
512 | DrawProperties();
513 | }
514 | if (EditorGUI.EndChangeCheck())
515 | {
516 | hasChanges = true;
517 | }
518 |
519 | if (hasChanges)
520 | {
521 | serializedObject.ApplyModifiedProperties();
522 |
523 | (target as MultiLineRenderer2D).RefreshMaterial();
524 | }
525 | }
526 | EditorGUILayout.EndVertical();
527 | }
528 |
529 | protected virtual void DrawProperties()
530 | {
531 | // Auto apply position changes
532 | EditorGUILayout.PropertyField(m_autoApplyPositionChanges);
533 | // Camera
534 | EditorGUILayout.PropertyField(m_camera);
535 | // Renderer
536 | EditorGUILayout.PropertyField(m_renderer);
537 | // Pixels per unit
538 | EditorGUILayout.LabelField(new GUIContent(Texts.PixelsPerUnit.text + (target as MultiLineRenderer2D).m_pixelsPerUnit, Texts.PixelsPerUnit.tooltip));
539 | // Points count
540 | EditorGUILayout.LabelField(new GUIContent(Texts.PointsCount.text + (target as MultiLineRenderer2D).m_pointsCount, Texts.PointsCount.tooltip));
541 | // Packed points count
542 | EditorGUILayout.LabelField(new GUIContent(Texts.PackedPointsCount.text + (target as MultiLineRenderer2D).m_packedPointsCount, Texts.PackedPointsCount.tooltip));
543 | }
544 |
545 | protected void OnSceneGUI()
546 | {
547 | float handleSize = HandleUtility.GetHandleSize(Vector3.zero) * 0.1f;
548 | Vector2 point;
549 |
550 | for (int i = 0; i < m_points.arraySize; ++i)
551 | {
552 | EditorGUI.BeginChangeCheck();
553 | {
554 | point = Handles.PositionHandle(m_points.GetArrayElementAtIndex(i).vector2Value, Quaternion.identity);
555 | Handles.Label(point + Vector2.down * handleSize, i.ToString());
556 | }
557 | if (EditorGUI.EndChangeCheck())
558 | {
559 | Undo.RecordObject(target, "Line point moved");
560 |
561 | MultiLineRenderer2D lineRenderer = target as MultiLineRenderer2D;
562 | lineRenderer.Points[i] = point;
563 |
564 | serializedObject.Update();
565 | }
566 | }
567 | }
568 | }
569 |
570 | #endif
571 |
572 | }
573 | }
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1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | ///
15 | /// vEndpointA: One of the endpoints of the line, in world space.
16 | /// vEndpointB: One of the endpoints of the line, in world space.
17 | /// fThickness: How many pixels wide is every block (point) of the line.
18 | /// vPointP: Current point (screen space) to be evaluated.
19 | /// fDottedLineLength: The length, in blocks, of each dot of the dotted line. To disable dots just use a huge value.
20 | /// fDottedLineOffset: The offset, in blocks, of the dots of the dotted line.
21 | /// outIsPixelInLine: Whether the pixel should be filled or not.
22 | ///
23 | void IsPixelInLine_float(float2 vEndpointA, float2 vEndpointB, float fThickness, float2 vPointP, float fDottedLineLength, float fDottedLineOffset, out bool outIsPixelInLine)
24 | {
25 | // Origin in screen space
26 | float4 projectionSpaceOrigin = mul(UNITY_MATRIX_VP, float4(0.0f, 0.0f, 0.0f, 1.0f));
27 | float2 vOrigin = ComputeScreenPos(projectionSpaceOrigin).xy * _ScreenParams.xy;
28 |
29 | // The amount of pixels the camera has moved regarding a thickness-wide block of pixels
30 | vOrigin = fmod(vOrigin, float2(fThickness, fThickness));
31 | vOrigin = round(vOrigin);
32 |
33 | // This moves the line N pixels, this is necessary due to the camera moves 1 pixel each time and the line may be wider than 1 pixel
34 | // so this avoids the line jumping from one block (thickness-wide) to the next, and instead its movement is smoother by moving pixel by pixel
35 | vPointP += float2(fThickness, fThickness) - vOrigin;
36 |
37 | float4 projectionSpaceEndpointA = mul(UNITY_MATRIX_VP, float4(vEndpointA.x, vEndpointA.y, 0.0f, 1.0f));
38 | float4 projectionSpaceEndpointB = mul(UNITY_MATRIX_VP, float4(vEndpointB.x, vEndpointB.y, 0.0f, 1.0f));
39 |
40 | // Endpoints in screen space
41 | vEndpointA = ComputeScreenPos(projectionSpaceEndpointA).xy * _ScreenParams.xy;
42 | vEndpointB = ComputeScreenPos(projectionSpaceEndpointB).xy * _ScreenParams.xy;
43 |
44 | vEndpointA = round(vEndpointA);
45 | vEndpointB = round(vEndpointB);
46 |
47 | vEndpointA += float2(fThickness, fThickness) - vOrigin;
48 | vEndpointB += float2(fThickness, fThickness) - vOrigin;
49 |
50 | vEndpointA = vEndpointA - fmod(vEndpointA, float2(fThickness, fThickness));
51 | vEndpointB = vEndpointB - fmod(vEndpointB, float2(fThickness, fThickness));
52 | vEndpointA = round(vEndpointA);
53 | vEndpointB = round(vEndpointB);
54 |
55 | vPointP = vPointP - fmod(vPointP, float2(fThickness, fThickness));
56 | vPointP = round(vPointP);
57 |
58 | int x = vEndpointA.x;
59 | int y = vEndpointA.y;
60 | int x2 = vEndpointB.x;
61 | int y2 = vEndpointB.y;
62 | int pX = vPointP.x;
63 | int pY = vPointP.y;
64 | int w = x2 - x;
65 | int h = y2 - y;
66 | int dx1 = 0, dy1 = 0, dx2 = 0, dy2 = 0;
67 |
68 | if (w<0) dx1 = -fThickness ; else if (w>0) dx1 = fThickness;
69 | if (h<0) dy1 = -fThickness ; else if (h>0) dy1 = fThickness;
70 | if (w<0) dx2 = -fThickness ; else if (w>0) dx2 = fThickness;
71 |
72 | int longest = abs(w);
73 | int shortest = abs(h);
74 |
75 | if (longest <= shortest)
76 | {
77 | longest = abs(h);
78 | shortest = abs(w);
79 |
80 | if (h < 0)
81 | dy2 = -fThickness;
82 | else if (h > 0)
83 | dy2 = fThickness;
84 |
85 | dx2 = 0;
86 | }
87 |
88 | int numerator = longest >> 1;
89 |
90 | outIsPixelInLine = false;
91 |
92 | for (int i=0; i <= longest; i+=fThickness)
93 | {
94 | if(x == pX && y == pY)
95 | {
96 | outIsPixelInLine = fmod(floor((i + fDottedLineOffset * fThickness) / fDottedLineLength / fThickness), 2.0f) == 0;
97 | break;
98 | }
99 |
100 | numerator += shortest;
101 |
102 | if (numerator >= longest)
103 | {
104 | numerator -= longest;
105 | x += dx1;
106 | y += dy1;
107 | }
108 | else
109 | {
110 | x += dx2;
111 | y += dy2;
112 | }
113 | }
114 | }
115 |
--------------------------------------------------------------------------------
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/Assets/Runtime/Shaders/S_BresenhamLineRenderer2D.shader:
--------------------------------------------------------------------------------
1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | Shader "Game/S_BresenhamLineRenderer2D"
15 | {
16 | Properties
17 | {
18 | _MainTex("Diffuse", 2D) = "white" {}
19 | _MaskTex("Mask", 2D) = "white" {}
20 | [MaterialToggle] _IsUnlit("Unlit", Float) = 0
21 | _PointA("Point A", Vector) = (0, 0, 0, 1)
22 | _PointB("Point B", Vector) = (0, 0, 0, 1)
23 | _LineColorA("Line Color A", Color) = (1, 0, 0, 1)
24 | _LineColorB("Line Color B", Color) = (1, 0, 0, 1)
25 | _BackgroundColor("Background Color", Color) = (0, 0, 0, 0)
26 | _Thickness("Thickness", Float) = 4.0
27 | _DottedLineLength("Dotted Line Length", Float) = 99999.0
28 | _DottedLineOffset("Dotted Line Offset", Float) = 0
29 | _LineTexture("Line Texture", 2D) = "white" {}
30 | // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
31 | //[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
32 | //[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
33 | //[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
34 | //[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
35 | //[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
36 | }
37 |
38 | HLSLINCLUDE
39 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
40 | ENDHLSL
41 |
42 | SubShader
43 | {
44 | Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
45 |
46 | BlendOp Add
47 | Blend 0 SrcAlpha OneMinusSrcAlpha
48 | Cull Off
49 | ZTest LEqual
50 | ZWrite Off
51 |
52 | Pass
53 | {
54 | Tags { "LightMode" = "Universal2D" }
55 | HLSLPROGRAM
56 | #pragma vertex MainVertexShader
57 | #pragma fragment MainFragmentShader
58 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
59 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
60 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
61 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
62 |
63 | struct Attributes
64 | {
65 | float3 positionOS : POSITION;
66 | float4 color : COLOR;
67 | float2 uv : TEXCOORD0;
68 | UNITY_VERTEX_INPUT_INSTANCE_ID
69 | };
70 |
71 | struct Varyings
72 | {
73 | float4 positionCS : SV_POSITION;
74 | float4 color : COLOR;
75 | float2 uv : TEXCOORD0;
76 | float2 screenPos : TEXCOORD1;
77 | UNITY_VERTEX_OUTPUT_STEREO
78 | };
79 |
80 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
81 |
82 | TEXTURE2D(_MainTex);
83 | SAMPLER(sampler_MainTex);
84 | TEXTURE2D(_MaskTex);
85 | SAMPLER(sampler_MaskTex);
86 | TEXTURE2D(_LineTexture);
87 | SAMPLER(sampler_LineTexture);
88 |
89 | #if USE_SHAPE_LIGHT_TYPE_0
90 | SHAPE_LIGHT(0)
91 | #endif
92 |
93 | #if USE_SHAPE_LIGHT_TYPE_1
94 | SHAPE_LIGHT(1)
95 | #endif
96 |
97 | #if USE_SHAPE_LIGHT_TYPE_2
98 | SHAPE_LIGHT(2)
99 | #endif
100 |
101 | #if USE_SHAPE_LIGHT_TYPE_3
102 | SHAPE_LIGHT(3)
103 | #endif
104 |
105 | CBUFFER_START(UnityPerMaterial)
106 | float4 _MainTex_ST;
107 | float4 _LineTexture_ST;
108 | float _IsUnlit;
109 | float4 _PointA;
110 | float4 _PointB;
111 | float4 _LineColorA;
112 | float4 _LineColorB;
113 | float4 _BackgroundColor;
114 | float _Thickness;
115 | float _DottedLineLength;
116 | float _DottedLineOffset;
117 | CBUFFER_END
118 |
119 | Varyings MainVertexShader(Attributes v)
120 | {
121 | Varyings o = (Varyings)0;
122 | UNITY_SETUP_INSTANCE_ID(v);
123 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
124 |
125 | o.positionCS = TransformObjectToHClip(v.positionOS);
126 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
127 | float4 clipVertex = o.positionCS / o.positionCS.w;
128 | o.screenPos = ComputeScreenPos(clipVertex).xy;
129 | o.color = v.color;
130 | return o;
131 | }
132 |
133 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
134 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
135 | #include "S_BresenhamLine.hlsl"
136 |
137 | float2 TransformToScreenSpace(float4 vInputPoint)
138 | {
139 | return ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(vInputPoint.x, vInputPoint.y, 0.0f, 1.0f))).xy * _ScreenParams.xy;
140 | }
141 |
142 | float4 MainFragmentShader(Varyings i) : SV_TARGET
143 | {
144 | float4 mainColor = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
145 | float4 maskColor = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
146 |
147 | clip(mainColor.a == 0.0f ? -1.0f : 1.0f);
148 |
149 | float2 pointA = TransformToScreenSpace(_PointA);
150 | float2 pointB = TransformToScreenSpace(_PointB);
151 | float2 pointP = i.screenPos.xy * _ScreenParams.xy;
152 | float distanceAB = length(pointA - pointB);
153 | float distanceAP = length(pointA - pointP);
154 | float lineProgress = distanceAP / distanceAB;
155 | float4 pointColor = lerp(_LineColorA, _LineColorB, lineProgress);
156 |
157 | bool isPixelInLine = false;
158 | IsPixelInLine_float(_PointA.xy, _PointB.xy, _Thickness, pointP, _DottedLineLength, _DottedLineOffset, isPixelInLine);
159 |
160 | float4 finalColor = isPixelInLine ? pointColor : _BackgroundColor;
161 |
162 | clip(finalColor.a == 0.0f ? -1.0f : 1.0f);
163 |
164 | finalColor *= SAMPLE_TEXTURE2D(_LineTexture, sampler_LineTexture, i.uv * _LineTexture_ST.xy + _LineTexture_ST.zw);
165 |
166 | if (_IsUnlit == 0.0f)
167 | {
168 | // Lighting
169 | finalColor = CombinedShapeLightShared(finalColor, maskColor, i.screenPos);
170 | }
171 |
172 | return finalColor;
173 | }
174 | ENDHLSL
175 | }
176 | }
177 |
178 | Fallback "Sprites/Default"
179 |
180 | }
181 |
--------------------------------------------------------------------------------
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/Assets/Runtime/Shaders/S_BresenhamMultiLine.hlsl:
--------------------------------------------------------------------------------
1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | void IsPixelInLine_float(float fThickness, float2 vPointP, Texture2D tPackedPoints, float fPackedPointsCount, float fPointsCount, out bool outIsPixelInLine)
15 | {
16 | // Origin in screen space
17 | float4 projectionSpaceOrigin = mul(UNITY_MATRIX_VP, float4(0.0f, 0.0f, 0.0f, 1.0f));
18 | float2 vOrigin = ComputeScreenPos(projectionSpaceOrigin).xy * _ScreenParams.xy;
19 |
20 | // The amount of pixels the camera has moved regarding a thickness-wide block of pixels
21 | vOrigin = fmod(vOrigin, float2(fThickness, fThickness));
22 | vOrigin = round(vOrigin);
23 |
24 | // This moves the line N pixels, this is necessary due to the camera moves 1 pixel each time and the line may be wider than 1 pixel
25 | // so this avoids the line jumping from one block (thickness-wide) to the next, and instead its movement is smoother by moving pixel by pixel
26 | vPointP += float2(fThickness, fThickness) - vOrigin;
27 |
28 | vPointP = vPointP - fmod(vPointP, float2(fThickness, fThickness));
29 | vPointP = round(vPointP);
30 |
31 | int pointsCount = round(fPointsCount);
32 |
33 | outIsPixelInLine = false;
34 |
35 | for(int t = 0; t < pointsCount - 1; ++t)
36 | {
37 | int xCoord = floor(t / 2.0f);
38 | float4 packedPoints = tPackedPoints.Load(int3(xCoord, 0, 0));
39 | float4 packedPoints2 = tPackedPoints.Load(int3(xCoord + 1, 0, 0));
40 |
41 | float2 worldSpaceEndpointA = fmod(t, 2) == 0 ? packedPoints.rg : packedPoints.ba;
42 | float2 worldSpaceEndpointB = fmod(t, 2) == 0 ? packedPoints.ba : packedPoints2.rg;
43 | float4 projectionSpaceEndpointA = mul(UNITY_MATRIX_VP, float4(worldSpaceEndpointA.x, worldSpaceEndpointA.y, 0.0f, 1.0f));
44 | float4 projectionSpaceEndpointB = mul(UNITY_MATRIX_VP, float4(worldSpaceEndpointB.x, worldSpaceEndpointB.y, 0.0f, 1.0f));
45 |
46 | // Endpoints in screen space
47 | float2 vEndpointA = ComputeScreenPos(projectionSpaceEndpointA).xy * _ScreenParams.xy;
48 | float2 vEndpointB = ComputeScreenPos(projectionSpaceEndpointB).xy * _ScreenParams.xy;
49 |
50 | vEndpointA = round(vEndpointA);
51 | vEndpointB = round(vEndpointB);
52 |
53 | vEndpointA += float2(fThickness, fThickness) - vOrigin;
54 | vEndpointB += float2(fThickness, fThickness) - vOrigin;
55 |
56 | vEndpointA = vEndpointA - fmod(vEndpointA, float2(fThickness, fThickness));
57 | vEndpointB = vEndpointB - fmod(vEndpointB, float2(fThickness, fThickness));
58 | vEndpointA = round(vEndpointA);
59 | vEndpointB = round(vEndpointB);
60 |
61 | int x = vEndpointA.x;
62 | int y = vEndpointA.y;
63 | int x2 = vEndpointB.x;
64 | int y2 = vEndpointB.y;
65 | int pX = vPointP.x;
66 | int pY = vPointP.y;
67 | int w = x2 - x;
68 | int h = y2 - y;
69 | int dx1 = 0, dy1 = 0, dx2 = 0, dy2 = 0;
70 |
71 | if (w<0) dx1 = -fThickness ; else if (w>0) dx1 = fThickness;
72 | if (h<0) dy1 = -fThickness ; else if (h>0) dy1 = fThickness;
73 | if (w<0) dx2 = -fThickness ; else if (w>0) dx2 = fThickness;
74 |
75 | int longest = abs(w);
76 | int shortest = abs(h);
77 |
78 | if (longest <= shortest)
79 | {
80 | longest = abs(h);
81 | shortest = abs(w);
82 |
83 | if (h < 0)
84 | dy2 = -fThickness;
85 | else if (h > 0)
86 | dy2 = fThickness;
87 |
88 | dx2 = 0;
89 | }
90 |
91 | int numerator = longest >> 1;
92 |
93 | for (int i=0; i <= longest; i+=fThickness)
94 | {
95 | if(x == pX && y == pY)
96 | {
97 | outIsPixelInLine = true;
98 | break;
99 | }
100 |
101 | numerator += shortest;
102 |
103 | if (numerator >= longest)
104 | {
105 | numerator -= longest;
106 | x += dx1;
107 | y += dy1;
108 | }
109 | else
110 | {
111 | x += dx2;
112 | y += dy2;
113 | }
114 | }
115 | }
116 | }
117 |
--------------------------------------------------------------------------------
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/Assets/Runtime/Shaders/S_BresenhamMultiLineRenderer2D.shader:
--------------------------------------------------------------------------------
1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | Shader "Game/S_BresenhamMultiLineRenderer2D"
15 | {
16 | Properties
17 | {
18 | _MainTex("Diffuse", 2D) = "white" {}
19 | _MaskTex("Mask", 2D) = "white" {}
20 | [MaterialToggle] _IsUnlit("Unlit", Float) = 0
21 | _LineColor("Line Color", Color) = (1, 0, 0, 1)
22 | _PackedPoints("PackedPoints", 2D) = "clear" {}
23 | _BackgroundColor("Background Color", Color) = (0, 0, 0, 0)
24 | _Thickness("Thickness", Float) = 4.0
25 | _PackedPointsCount("Packed Points Count", Float) = 0.0
26 | _PointsCount("Points Count", Float) = 0.0
27 | // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
28 | //[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
29 | //[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
30 | //[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
31 | //[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
32 | //[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
33 | }
34 |
35 | HLSLINCLUDE
36 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
37 | ENDHLSL
38 |
39 | SubShader
40 | {
41 | Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
42 |
43 | BlendOp Add
44 | Blend 0 SrcAlpha OneMinusSrcAlpha
45 | Cull Off
46 | //ZTest LEqual
47 | ZWrite Off
48 |
49 | Pass
50 | {
51 | Tags { "LightMode" = "Universal2D" }
52 | HLSLPROGRAM
53 | #pragma vertex MainVertexShader
54 | #pragma fragment MainFragmentShader
55 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
56 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
57 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
58 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
59 |
60 | struct Attributes
61 | {
62 | float3 positionOS : POSITION;
63 | float4 color : COLOR;
64 | float2 uv : TEXCOORD0;
65 | UNITY_VERTEX_INPUT_INSTANCE_ID
66 | };
67 |
68 | struct Varyings
69 | {
70 | float4 positionCS : SV_POSITION;
71 | float4 color : COLOR;
72 | float2 uv : TEXCOORD0;
73 | float2 screenPos : TEXCOORD1;
74 | UNITY_VERTEX_OUTPUT_STEREO
75 | };
76 |
77 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
78 |
79 | TEXTURE2D(_MainTex);
80 | SAMPLER(sampler_MainTex);
81 | TEXTURE2D(_MaskTex);
82 | SAMPLER(sampler_MaskTex);
83 | TEXTURE2D(_PackedPoints);
84 |
85 | #if USE_SHAPE_LIGHT_TYPE_0
86 | SHAPE_LIGHT(0)
87 | #endif
88 |
89 | #if USE_SHAPE_LIGHT_TYPE_1
90 | SHAPE_LIGHT(1)
91 | #endif
92 |
93 | #if USE_SHAPE_LIGHT_TYPE_2
94 | SHAPE_LIGHT(2)
95 | #endif
96 |
97 | #if USE_SHAPE_LIGHT_TYPE_3
98 | SHAPE_LIGHT(3)
99 | #endif
100 |
101 | CBUFFER_START(UnityPerMaterial)
102 | float4 _MainTex_ST;
103 | float _IsUnlit;
104 | float4 _LineColor;
105 | float4 _BackgroundColor;
106 | float _Thickness;
107 | float _PackedPointsCount;
108 | float _PointsCount;
109 | CBUFFER_END
110 |
111 | Varyings MainVertexShader(Attributes v)
112 | {
113 | Varyings o = (Varyings)0;
114 | UNITY_SETUP_INSTANCE_ID(v);
115 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
116 |
117 | o.positionCS = TransformObjectToHClip(v.positionOS);
118 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
119 | float4 clipVertex = o.positionCS / o.positionCS.w;
120 | o.screenPos = ComputeScreenPos(clipVertex).xy;
121 | o.color = v.color;
122 | return o;
123 | }
124 |
125 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
126 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
127 | #include "S_BresenhamMultiLine.hlsl"
128 |
129 | float4 MainFragmentShader(Varyings i) : SV_TARGET
130 | {
131 | float4 mainColor = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
132 | float4 maskColor = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
133 |
134 | clip(mainColor.a == 0.0f ? -1.0f : 1.0f);
135 |
136 | float2 pointP = i.screenPos.xy * _ScreenParams.xy;
137 |
138 | bool isPixelInLine = false;
139 | IsPixelInLine_float(_Thickness, pointP, _PackedPoints, _PackedPointsCount, _PointsCount, isPixelInLine);
140 |
141 | float4 finalColor = isPixelInLine ? _LineColor : _BackgroundColor;
142 |
143 | clip(finalColor.a == 0.0f ? -1.0f : 1.0f);
144 |
145 | if (_IsUnlit == 0.0f)
146 | {
147 | // Lighting
148 | finalColor = CombinedShapeLightShared(finalColor, maskColor, i.screenPos);
149 | }
150 |
151 | return finalColor;
152 | }
153 | ENDHLSL
154 | }
155 | }
156 |
157 | Fallback "Sprites/Default"
158 |
159 | }
160 |
--------------------------------------------------------------------------------
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/Assets/Runtime/Shaders/S_VectorialLineRenderer2D.shader:
--------------------------------------------------------------------------------
1 | // Copyright 2020 Alejandro Villalba Avila
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
4 | // to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
5 | // and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
6 | //
7 | // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8 | //
9 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
11 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
12 | // IN THE SOFTWARE.
13 |
14 | Shader "Game/S_VectorialLineRenderer2D"
15 | {
16 | Properties
17 | {
18 | _MainTex("Diffuse", 2D) = "white" {}
19 | _MaskTex("Mask", 2D) = "white" {}
20 | [MaterialToggle] _IsUnlit("Unlit", Float) = 0
21 | _PointA("Point A", Vector) = (0, 0, 0, 1)
22 | _PointB("Point B", Vector) = (0, 0, 0, 1)
23 | _LineColor("Line Color", Color) = (1, 0, 0, 1)
24 | _BackgroundColor("Background Color", Color) = (0, 0, 0, 0)
25 | _Thickness("Thickness", Float) = 4.0
26 | _Origin("Origin", Vector) = (0, 0, 0, 0)
27 | _ToleranceMultiplier("Tolerance Multiplier", Float) = 0
28 | _BaseTolerance("Base Tolerance", Float) = 0
29 | // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
30 | //[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
31 | //[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
32 | //[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
33 | //[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
34 | //[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
35 | }
36 |
37 | HLSLINCLUDE
38 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
39 | ENDHLSL
40 |
41 | SubShader
42 | {
43 | Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
44 |
45 | BlendOp Add
46 | Blend 0 SrcAlpha OneMinusSrcAlpha
47 | Cull Off
48 | ZTest LEqual
49 | ZWrite Off
50 |
51 | Pass
52 | {
53 | Tags { "LightMode" = "Universal2D" }
54 | HLSLPROGRAM
55 | #pragma vertex MainVertexShader
56 | #pragma fragment MainFragmentShader
57 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
58 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
59 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
60 | #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
61 |
62 | struct Attributes
63 | {
64 | float3 positionOS : POSITION;
65 | float4 color : COLOR;
66 | float2 uv : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct Varyings
71 | {
72 | float4 positionCS : SV_POSITION;
73 | float4 color : COLOR;
74 | float2 uv : TEXCOORD0;
75 | float2 screenPos : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
80 |
81 | TEXTURE2D(_MainTex);
82 | SAMPLER(sampler_MainTex);
83 | TEXTURE2D(_MaskTex);
84 | SAMPLER(sampler_MaskTex);
85 |
86 | #if USE_SHAPE_LIGHT_TYPE_0
87 | SHAPE_LIGHT(0)
88 | #endif
89 |
90 | #if USE_SHAPE_LIGHT_TYPE_1
91 | SHAPE_LIGHT(1)
92 | #endif
93 |
94 | #if USE_SHAPE_LIGHT_TYPE_2
95 | SHAPE_LIGHT(2)
96 | #endif
97 |
98 | #if USE_SHAPE_LIGHT_TYPE_3
99 | SHAPE_LIGHT(3)
100 | #endif
101 |
102 | CBUFFER_START(UnityPerMaterial)
103 | float4 _MainTex_ST;
104 | float _IsUnlit;
105 | float4 _PointA;
106 | float4 _PointB;
107 | float4 _LineColor;
108 | float4 _BackgroundColor;
109 | float4 _Origin;
110 | float _Thickness;
111 | float _ToleranceMultiplier;
112 | float _BaseTolerance;
113 | CBUFFER_END
114 |
115 | Varyings MainVertexShader(Attributes v)
116 | {
117 | Varyings o = (Varyings)0;
118 | UNITY_SETUP_INSTANCE_ID(v);
119 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
120 |
121 | o.positionCS = TransformObjectToHClip(v.positionOS);
122 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
123 | float4 clipVertex = o.positionCS / o.positionCS.w;
124 | o.screenPos = ComputeScreenPos(clipVertex).xy;
125 | o.color = v.color;
126 | return o;
127 | }
128 |
129 | #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
130 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
131 |
132 | float2 TransformToScreenSpace(float4 vInputPoint)
133 | {
134 | return ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(vInputPoint.x, vInputPoint.y, 0.0f, 1.0f))).xy * _ScreenParams.xy;
135 | }
136 |
137 | void CalculateDistanceCorrection(float2 vEndpointA, float2 vEndpointB, float fToleranceMultiplier, float fBaseTolerance, float fThickness, out float outDistanceCorrection)
138 | {
139 | #define M_PI 3.1415926535897932384626433832795
140 |
141 | vEndpointA = vEndpointA - fmod(vEndpointA, float2(fThickness, fThickness));
142 | vEndpointB = vEndpointB - fmod(vEndpointB, float2(fThickness, fThickness));
143 | vEndpointA = round(vEndpointA);
144 | vEndpointB = round(vEndpointB);
145 |
146 | // The tolerance is bigger as the slope of the line is closer to any of the 2 axis
147 | float2 normalizedAbsNextToPrevious = normalize(abs(vEndpointA - vEndpointB));
148 | float maxValue = max(normalizedAbsNextToPrevious.x, normalizedAbsNextToPrevious.y);
149 | float minValue = min(normalizedAbsNextToPrevious.x, normalizedAbsNextToPrevious.y);
150 | float inverseLerp = 1.0f - minValue / maxValue;
151 |
152 | outDistanceCorrection = fBaseTolerance + fToleranceMultiplier * abs(inverseLerp);
153 | }
154 |
155 | void IsPixelInLine(float2 vEndpointA, float2 vEndpointB, float fThickness, float2 vPointP, float fDistanceCorrection, float2 vOrigin, out bool outIsPixelInLine)
156 | {
157 | // The amount of pixels the camera has moved regarding a thickness-wide block of pixels
158 | vOrigin = fmod(vOrigin, float2(fThickness, fThickness));
159 | vOrigin = round(vOrigin);
160 |
161 | // This moves the line N pixels, this is necessary due to the camera moves 1 pixel each time and the line may be wider than 1 pixel
162 | // so this avoids the line jumping from one block (thickness-wide) to the next, and instead its movement is smoother by moving pixel by pixel
163 | vPointP += float2(fThickness, fThickness) - vOrigin;
164 | vEndpointA += float2(fThickness, fThickness) - vOrigin;
165 | vEndpointB += float2(fThickness, fThickness) - vOrigin;
166 |
167 | vEndpointA = vEndpointA - fmod(vEndpointA, float2(fThickness, fThickness));
168 | vEndpointB = vEndpointB - fmod(vEndpointB, float2(fThickness, fThickness));
169 | vEndpointA = round(vEndpointA);
170 | vEndpointB = round(vEndpointB);
171 | vPointP = vPointP - fmod(vPointP, float2(fThickness, fThickness));
172 | vPointP = round(vPointP);
173 |
174 | const float OFFSET = 0.055f;
175 |
176 | // There are 2 corner cases: when the line is perfectly horizontal and when it is perfectly vertical
177 | // It causes a glitch that makes the line fatter
178 | if (vEndpointA.x == vEndpointB.x)
179 | {
180 | vEndpointA.x -= OFFSET;
181 | }
182 |
183 | if (vEndpointA.y == vEndpointB.y)
184 | {
185 | vEndpointA.y -= OFFSET;
186 | }
187 |
188 | float2 ab = vEndpointB - vEndpointA;
189 | float dotSqrAB = dot(ab, ab);
190 |
191 | float2 ap = vPointP - vEndpointA;
192 | float dotAP_AB = dot(ap, ab);
193 | float normProjectionLength = dotAP_AB / dotSqrAB;
194 |
195 | float projectionLength = dotAP_AB / length(ab);
196 | float2 projectedP = normalize(ab) * projectionLength;
197 |
198 | bool isBetweenAandB = (normProjectionLength >= 0.0f && normProjectionLength <= 1.0f);
199 | float distanceFromPToTheLine = length(ap - projectedP);
200 |
201 | outIsPixelInLine = isBetweenAandB && distanceFromPToTheLine < fThickness* fDistanceCorrection;
202 | }
203 |
204 | float4 MainFragmentShader(Varyings i) : SV_TARGET
205 | {
206 | float4 mainColor = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
207 | float4 maskColor = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
208 |
209 | clip(mainColor.a == 0.0f ? -1.0f : 1.0f);
210 |
211 | float2 pointA = TransformToScreenSpace(_PointA);
212 | float2 pointB = TransformToScreenSpace(_PointB);
213 | float2 pointP = i.screenPos.xy * _ScreenParams.xy;
214 |
215 | float distanceCorrection = 0.0f;
216 | CalculateDistanceCorrection(_PointA.xy, _PointB.xy, _ToleranceMultiplier, _BaseTolerance, _Thickness, distanceCorrection);
217 |
218 | bool isPixelInLine = false;
219 | IsPixelInLine(_PointA.xy, _PointB.xy, _Thickness, pointP, distanceCorrection, _Origin.xy, isPixelInLine);
220 |
221 | float4 finalColor = isPixelInLine ? _LineColor : _BackgroundColor;
222 |
223 | clip(finalColor.a == 0.0f ? -1.0f : 1.0f);
224 |
225 | bool isEmissive = _IsUnlit;
226 |
227 | if (_IsUnlit == 0.0f)
228 | {
229 | // Lighting
230 | finalColor = CombinedShapeLightShared(finalColor, maskColor, i.screenPos);
231 | }
232 |
233 | return finalColor;
234 | }
235 | ENDHLSL
236 | }
237 | }
238 |
239 | Fallback "Sprites/Default"
240 |
241 | }
242 |
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1 | {
2 | "name": "com.silicon-heart.line-renderer-2d",
3 | "version": "1.0.6",
4 | "displayName": "Line Renderer 2D",
5 | "description": "Draws pixel-perfect lines calculated in the GPU on a SpriteRenderer.",
6 | "unity": "2020.3",
7 | "documentationUrl": "https://www.jailbrokengame.com/2023/02/10/line-renderer-2d/",
8 | "changelogUrl": "https://discussions.unity.com/t/linerenderer2d-gpu-pixel-perfect-2d-line-renderer-for-unity-urp-2d-renderer/820473",
9 | "licensesUrl": "https://github.com/QThund/LineRenderer2D?tab=MIT-1-ov-file#readme",
10 | "dependencies": {
11 | "com.unity.2d.sprite": "1.0.0",
12 | "com.unity.render-pipelines.universal": "10.4.0"
13 | },
14 | "keywords": [
15 | "LineRenderer",
16 | "2D",
17 | "Rendering",
18 | "Pixel"
19 | ],
20 | "author": {
21 | "name": "Silicon Heart Studio",
22 | "email": "SiliconHeartStudio@gmail.com",
23 | "url": "https://www.jailbrokengame.com"
24 | }
25 | }
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Alejandro Villalba Avila
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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8 | "com.unity.test-framework": "1.1.22",
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/README.md:
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1 | # LineRenderer2D
2 | Scripts for rendering pixel-perfect GPU-calculated lines in 2D (Unity URP 2D Renderer).
3 | It allows:
4 | -Single line or multiline (different script).
5 | -Dotted line.
6 | -Usage of any material, lines can be affected by 2D lights.
7 | -The single line allows the usage of different colors for both endpoints.
8 | -Any thickness.
9 | -Local or world space points.
10 | -You can use either shadergraph version or standard shaders version.
11 | -Tested with DirectX and OpenGLCore.
12 |
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