├── .gitignore ├── Assets ├── Introduction.meta ├── Introduction │ ├── GL绘制线框.png │ ├── GL绘制线框.png.meta │ ├── Geomotry绘制三边线框1.png │ ├── Geomotry绘制三边线框1.png.meta │ ├── Geomotry绘制三边线框2.png │ ├── Geomotry绘制三边线框2.png.meta │ ├── Geomotry绘制四边线框.png │ └── Geomotry绘制四边线框.png.meta ├── Res.meta ├── Res │ ├── Resources.meta │ └── Resources │ │ ├── materials.meta │ │ ├── materials │ │ ├── VFWireframe.mat │ │ ├── VFWireframe.mat.meta │ │ ├── lineColor.mat │ │ ├── lineColor.mat.meta │ │ ├── quadWireframe.mat │ │ └── quadWireframe.mat.meta │ │ ├── shaders.meta │ │ └── shaders │ │ ├── LineColor.shader │ │ ├── LineColor.shader.meta │ │ ├── VFWireframe.shader │ │ ├── VFWireframe.shader.meta │ │ ├── Wireframe Function.cginc │ │ ├── Wireframe Function.cginc.meta │ │ ├── Wireframe.shader │ │ └── Wireframe.shader.meta ├── Scenes.meta ├── Scenes │ ├── GLDrawWireframe.unity │ ├── GLDrawWireframe.unity.meta │ ├── QuadWireframe.unity │ ├── QuadWireframe.unity.meta │ ├── VFWireFrame.unity │ └── VFWireFrame.unity.meta ├── Script.meta ├── Script │ ├── MeshWireframe.meta │ └── MeshWireframe │ │ ├── MeshWireframe.cs │ │ └── MeshWireframe.cs.meta ├── UCLAGameLab.meta └── UCLAGameLab │ ├── Wireframe.meta │ └── Wireframe │ ├── Documentation.meta │ ├── Documentation │ ├── WireframeShader-Overview.pdf │ └── WireframeShader-Overview.pdf.meta │ ├── Materials.meta │ ├── Materials │ ├── Rainbow Wireframe.mat │ ├── Rainbow Wireframe.mat.meta │ ├── Wireframe Cutout Double-Sided.mat │ ├── Wireframe Cutout Double-Sided.mat.meta │ ├── Wireframe Cutout.mat │ ├── Wireframe Cutout.mat.meta │ ├── Wireframe Double-Sided.mat │ ├── Wireframe Double-Sided.mat.meta │ ├── Wireframe.mat │ └── Wireframe.mat.meta │ ├── Models.meta │ ├── Models │ ├── Man.fbx │ ├── Man.fbx.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Default_Material.mat │ │ ├── Default_Material.mat.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── blinn1.mat │ │ ├── blinn1.mat.meta │ │ ├── blinn2.mat │ │ ├── blinn2.mat.meta │ │ ├── lambert1.mat │ │ ├── lambert1.mat.meta │ │ ├── unnamed.mat │ │ └── unnamed.mat.meta │ ├── cat.fbx │ ├── cat.fbx.meta │ ├── land.fbx │ └── land.fbx.meta │ ├── Scenes.meta │ ├── Scenes │ ├── WireframeTest 1.unity │ ├── WireframeTest 1.unity.meta │ ├── WireframeTest 2.unity │ └── WireframeTest 2.unity.meta │ ├── Shaders.meta │ ├── Shaders │ ├── UCLA GameLab Cutout Wireframe.shader │ ├── UCLA GameLab Cutout Wireframe.shader.meta │ ├── UCLA GameLab Double-Sided Cutout Wireframe.shader │ ├── UCLA GameLab Double-Sided Cutout Wireframe.shader.meta │ ├── UCLA GameLab Double-Sided Wireframe.shader │ ├── UCLA GameLab Double-Sided Wireframe.shader.meta │ ├── UCLA GameLab Wireframe Functions.cginc │ ├── UCLA GameLab Wireframe Functions.cginc.meta │ ├── UCLA GameLab Wireframe.shader │ └── UCLA GameLab Wireframe.shader.meta │ ├── Textures.meta │ └── Textures │ ├── Rainbow.psd │ └── Rainbow.psd.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta 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/Assets/Res/Resources/shaders/LineColor.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/LineColor" { 4 | 5 | Properties{ 6 | _LineColor ("Line Color", Color) = (1.0, 1.0, 1.0, 1.0) 7 | } 8 | 9 | SubShader { 10 | Pass { 11 | Tags { "RenderType"="Opaque"} 12 | CGPROGRAM 13 | 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct v2f 20 | { 21 | half4 pos : SV_POSITION; 22 | }; 23 | 24 | fixed4 _LineColor; 25 | 26 | v2f vert(appdata_base v) 27 | { 28 | v2f o; 29 | o.pos = UnityObjectToClipPos(v.vertex); 30 | return o; 31 | } 32 | 33 | fixed4 frag(v2f i) : COLOR 34 | { 35 | return _LineColor; 36 | } 37 | 38 | ENDCG 39 | } 40 | } 41 | } -------------------------------------------------------------------------------- /Assets/Res/Resources/shaders/LineColor.shader.meta: 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Front 18 | zWrite off 19 | Pass { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | #pragma target 3.0 24 | #include "UnityCG.cginc" 25 | 26 | struct a2v { 27 | half4 uv : TEXCOORD0; 28 | half4 vertex : POSITION; 29 | }; 30 | 31 | struct v2f { 32 | half4 pos : SV_POSITION; 33 | half4 uv : TEXCOORD0; 34 | }; 35 | fixed4 _Color; 36 | fixed4 _EdgeColor; 37 | float _Width; 38 | 39 | v2f vert(a2v v) 40 | { 41 | v2f o; 42 | o.uv = v.uv; 43 | o.pos = UnityObjectToClipPos(v.vertex); 44 | return o; 45 | } 46 | 47 | 48 | fixed4 frag(v2f i) : SV_Target 49 | { 50 | fixed4 col; 51 | //step如果x triangleStream) 46 | { 47 | float2 _p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w; 48 | float2 _p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w; 49 | float2 _p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w; 50 | 51 | float3 p0 = i[0].vertexPos; 52 | float3 p1 = i[1].vertexPos; 53 | float3 p2 = i[2].vertexPos; 54 | 55 | float2 edge0 = _p2 - _p1; 56 | float2 edge1 = _p2 - _p0; 57 | float2 edge2 = _p1 - _p0; 58 | 59 | float s0 = length(p2 - p1); 60 | float s1 = length(p2 - p0); 61 | float s2 = length(p1 - p0); 62 | 63 | // To find the distance to the opposite edge, we take the 64 | // formula for finding the area of a triangle Area = Base/2 * Height, 65 | // and solve for the Height = (Area * 2)/Base. 66 | // We can get the area of a triangle by taking its cross product 67 | // divided by 2. However we can avoid dividing our area/base by 2 68 | // since our cross product will already be double our area. 69 | float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); 70 | float wireThickness = 800 - _WireThickness;//经验系数(不清楚怎么来的,可能是配出来的) 71 | int maxIndex = 0; 72 | 73 | #if ENABLE_DRAWQUAD 74 | if(s1 > s0) 75 | { 76 | if(s1 > s2) 77 | maxIndex = 1; 78 | else 79 | maxIndex = 2; 80 | } 81 | else if(s2 > s0) 82 | { 83 | maxIndex = 2; 84 | } 85 | #endif 86 | g2f o; 87 | 88 | o.projectionSpaceVertex = i[0].projectionSpaceVertex; 89 | o.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * wireThickness * o.projectionSpaceVertex.w; 90 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 91 | o.maxIndex = maxIndex; 92 | UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[0], o); 93 | triangleStream.Append(o); 94 | 95 | o.projectionSpaceVertex = i[1].projectionSpaceVertex; 96 | o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * wireThickness * o.projectionSpaceVertex.w; 97 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 98 | o.maxIndex = maxIndex; 99 | UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[1], o); 100 | triangleStream.Append(o); 101 | 102 | o.projectionSpaceVertex = i[2].projectionSpaceVertex; 103 | o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * wireThickness * o.projectionSpaceVertex.w; 104 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 105 | o.maxIndex = maxIndex; 106 | UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[2], o); 107 | triangleStream.Append(o); 108 | } 109 | 110 | fixed4 frag (g2f i) : SV_Target 111 | { 112 | float minDistanceToEdge; 113 | #if ENABLE_DRAWQUAD 114 | if(i.maxIndex == 0) 115 | minDistanceToEdge = min(i.dist.y, i.dist.z); 116 | else if(i.maxIndex == 1) 117 | minDistanceToEdge = min(i.dist.x, i.dist.z); 118 | else 119 | minDistanceToEdge = min(i.dist.x, i.dist.y); 120 | #else 121 | minDistanceToEdge = min(i.dist.x, min(i.dist.y, i.dist.z)) * i.dist.w; 122 | #endif 123 | // Early out if we know we are not on a line segment. 124 | if(minDistanceToEdge > 0.9) 125 | { 126 | return fixed4(0,0,0,0); 127 | } 128 | 129 | // Smooth our line out 130 | float t = exp2(-2 * minDistanceToEdge * minDistanceToEdge); 131 | fixed4 wireColor = _LineColor; 132 | 133 | fixed4 finalColor = lerp(float4(0,0,0,0), wireColor, t); 134 | finalColor.a = t; 135 | 136 | return finalColor; 137 | } 138 | #endif -------------------------------------------------------------------------------- /Assets/Res/Resources/shaders/Wireframe Function.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ff27925826041146b379afa020d0616 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Res/Resources/shaders/Wireframe.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Wireframe" 2 | { 3 | Properties 4 | { 5 | [HDR]_LineColor("Line Color", Color) = (1,1,1,1) 6 | _FillColor("Fill Color", Color) = (1,1,1,1) 7 | _WireThickness ("Wire Thickness", RANGE(0, 800)) = 100 8 | [Toggle(ENABLE_DRAWQUAD)]_DrawQuad("Draw Quad", Float) = 0 9 | } 10 | 11 | SubShader 12 | { 13 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 14 | Pass 15 | { 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | ZWrite Off 18 | Cull Front 19 | LOD 200 20 | 21 | CGPROGRAM 22 | #pragma target 4.0 23 | #pragma multi_compile __ ENABLE_DRAWQUAD 24 | #include "UnityCG.cginc" 25 | #include "Wireframe Function.cginc" 26 | #pragma vertex vert 27 | #pragma geometry geom 28 | #pragma fragment frag 29 | 30 | ENDCG 31 | } 32 | 33 | Pass 34 | { 35 | Blend SrcAlpha OneMinusSrcAlpha 36 | ZWrite Off 37 | Cull Back 38 | LOD 200 39 | 40 | CGPROGRAM 41 | #pragma target 4.0 42 | #pragma multi_compile __ ENABLE_DRAWQUAD 43 | #include "UnityCG.cginc" 44 | #include "Wireframe Function.cginc" 45 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-------------------------------------------------------------------------------- /Assets/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b79fd98ba5577a94ca7f92802ebf8a85 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/MeshWireframe.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8df1f9c9d8d161d49a093d142577b9f7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/MeshWireframe/MeshWireframe.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Collections; 4 | using UnityEngine; 5 | #if UNITY_EDITOR 6 | using UnityEditor; 7 | #endif 8 | [ExecuteInEditMode] 9 | public class MeshWireframe : MonoBehaviour 10 | { 11 | public Color lineColor = Color.white; 12 | public Material lineMat; 13 | [ReadOnly] 14 | [Tooltip("根据当前模型自动获取mesh")] 15 | public List meshs; 16 | [ReadOnly] 17 | [Tooltip("根据当前模型自动算计line")] 18 | public List lines; 19 | 20 | private void OnRenderObject() 21 | { 22 | lineMat.SetColor("_LineColor", lineColor); 23 | lineMat.SetPass(0); 24 | GL.PushMatrix(); 25 | 26 | //转换到世界坐标 27 | GL.MultMatrix(transform.localToWorldMatrix); 28 | GL.Begin(GL.LINES); 29 | for (int i = 0; i < lines.Count / 3; i++) 30 | { 31 | GL.Vertex(lines[i * 3]); 32 | GL.Vertex(lines[i * 3 + 1]); 33 | GL.Vertex(lines[i * 3 + 1]); 34 | GL.Vertex(lines[i * 3 + 2]); 35 | GL.Vertex(lines[i * 3 + 2]); 36 | GL.Vertex(lines[i * 3]); 37 | } 38 | GL.End(); 39 | GL.PopMatrix(); 40 | } 41 | 42 | private void GenerateLines() 43 | { 44 | if (lines != null) 45 | lines.Clear(); 46 | else 47 | lines = new List(); 48 | foreach (var mesh in meshs) 49 | { 50 | var vertices = mesh.vertices; 51 | var triangles = mesh.triangles; 52 | for (int i = 0; i < triangles.Length / 3; i++) 53 | { 54 | lines.Add(vertices[triangles[i * 3]]); 55 | lines.Add(vertices[triangles[i * 3 + 1]]); 56 | lines.Add(vertices[triangles[i * 3 + 2]]); 57 | } 58 | } 59 | } 60 | 61 | [ContextMenu("根据MeshFilter组件生成Line数据")] 62 | private void GetMeshesData() 63 | { 64 | #if UNITY_EDITOR 65 | GameObject o = UnityEditor.Selection.activeGameObject; 66 | if (o == null) 67 | return; 68 | if (meshs != null) 69 | meshs.Clear(); 70 | else 71 | meshs = new List(); 72 | MeshFilter[] meshFilters = o.GetComponentsInChildren(true); 73 | if (meshFilters != null && meshFilters.Length > 0) 74 | { 75 | foreach (var mf in meshFilters) 76 | { 77 | meshs.Add(mf.sharedMesh); 78 | } 79 | GenerateLines(); 80 | } 81 | else 82 | { 83 | Debug.LogError("选中物体及子物体没有MeshFilter组件,请添加"); 84 | } 85 | 86 | SkinnedMeshRenderer[] skinnedMeshRenderers = o.GetComponentsInChildren(true); 87 | if (skinnedMeshRenderers != null && skinnedMeshRenderers.Length > 0) 88 | { 89 | foreach (var sr in skinnedMeshRenderers) 90 | { 91 | meshs.Add(sr.sharedMesh); 92 | } 93 | GenerateLines(); 94 | } 95 | else 96 | { 97 | Debug.LogError("选中物体及子物体没有SkinnedMeshRenderer组件,请添加"); 98 | } 99 | #endif 100 | } 101 | } 102 | -------------------------------------------------------------------------------- /Assets/Script/MeshWireframe/MeshWireframe.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bb15f509c8a90e468dce7cc0ea9183b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Cutout Wireframe.shader: -------------------------------------------------------------------------------- 1 | Shader "UCLA Game Lab/Wireframe/Single-Sided Cutout" 2 | { 3 | Properties 4 | { 5 | _Color ("Line Color", Color) = (1,1,1,1) 6 | _MainTex ("Main Texture", 2D) = "white" {} 7 | _Thickness ("Thickness", Float) = 1 8 | } 9 | 10 | SubShader 11 | { 12 | Pass 13 | { 14 | Tags { "RenderType"="Opaque" "Queue"="Geometry" } 15 | 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | LOD 200 18 | 19 | CGPROGRAM 20 | #pragma target 5.0 21 | #include "UnityCG.cginc" 22 | #include "UCLA GameLab Wireframe Functions.cginc" 23 | #pragma vertex vert 24 | #pragma fragment frag 25 | #pragma geometry geom 26 | 27 | // Vertex Shader 28 | UCLAGL_v2g vert(appdata_base v) 29 | { 30 | return UCLAGL_vert(v); 31 | } 32 | 33 | // Geometry Shader 34 | [maxvertexcount(3)] 35 | void geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 36 | { 37 | UCLAGL_geom( p, triStream); 38 | } 39 | 40 | // Fragment Shader 41 | float4 frag(UCLAGL_g2f input) : COLOR 42 | { 43 | float4 col = UCLAGL_frag(input); 44 | if( col.a < 0.5f ) discard; 45 | else col.a = 1.0f; 46 | 47 | return col; 48 | } 49 | 50 | ENDCG 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Cutout Wireframe.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bfb1e8c9d6a5bb48ba43b94540861d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Double-Sided Cutout Wireframe.shader: -------------------------------------------------------------------------------- 1 | Shader "UCLA Game Lab/Wireframe/Double-Sided Cutout" 2 | { 3 | Properties 4 | { 5 | _Color ("Line Color", Color) = (1,1,1,1) 6 | _MainTex ("Main Texture", 2D) = "white" {} 7 | _Thickness ("Thickness", Float) = 1 8 | } 9 | 10 | SubShader 11 | { 12 | Pass 13 | { 14 | Tags { "RenderType"="Opaque" "Queue"="Geometry" } 15 | 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | Cull Off 18 | LOD 200 19 | 20 | CGPROGRAM 21 | #pragma target 5.0 22 | #include "UnityCG.cginc" 23 | #include "UCLA GameLab Wireframe Functions.cginc" 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | #pragma geometry geom 27 | 28 | // Vertex Shader 29 | UCLAGL_v2g vert(appdata_base v) 30 | { 31 | return UCLAGL_vert(v); 32 | } 33 | 34 | // Geometry Shader 35 | [maxvertexcount(3)] 36 | void geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 37 | { 38 | UCLAGL_geom( p, triStream); 39 | } 40 | 41 | // Fragment Shader 42 | float4 frag(UCLAGL_g2f input) : COLOR 43 | { 44 | float4 col = UCLAGL_frag(input); 45 | if( col.a < 0.5f ) discard; 46 | else col.a = 1.0f; 47 | 48 | return col; 49 | } 50 | 51 | ENDCG 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Double-Sided Cutout Wireframe.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2fd7d2ad6e49f5b44ac540005c095ff5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Double-Sided Wireframe.shader: -------------------------------------------------------------------------------- 1 | Shader "UCLA Game Lab/Wireframe/Double-Sided" 2 | { 3 | Properties 4 | { 5 | _Color ("Line Color", Color) = (1,1,1,1) 6 | _MainTex ("Main Texture", 2D) = "white" {} 7 | _Thickness ("Thickness", Float) = 1 8 | } 9 | 10 | SubShader 11 | { 12 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 13 | 14 | // First pass that renders the back faces of the model (cull front faces) 15 | Pass 16 | { 17 | Blend SrcAlpha OneMinusSrcAlpha 18 | ZWrite Off 19 | Cull Front 20 | LOD 200 21 | 22 | CGPROGRAM 23 | #pragma target 5.0 24 | #include "UnityCG.cginc" 25 | #include "UCLA GameLab Wireframe Functions.cginc" 26 | #pragma vertex vert 27 | #pragma fragment frag 28 | #pragma geometry geom 29 | 30 | // Vertex Shader 31 | UCLAGL_v2g vert(appdata_base v) 32 | { 33 | return UCLAGL_vert(v); 34 | } 35 | 36 | // Geometry Shader 37 | [maxvertexcount(3)] 38 | void geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 39 | { 40 | UCLAGL_geom( p, triStream); 41 | } 42 | 43 | // Fragment Shader 44 | float4 frag(UCLAGL_g2f input) : COLOR 45 | { 46 | return UCLAGL_frag(input); 47 | } 48 | 49 | ENDCG 50 | } 51 | // Second pass to render the fronts of polygons. 52 | // Guarantees render order of back then front to avoid render artifacts 53 | Pass 54 | { 55 | Blend SrcAlpha OneMinusSrcAlpha 56 | ZWrite Off 57 | Cull Back 58 | LOD 200 59 | 60 | CGPROGRAM 61 | #pragma target 5.0 62 | #include "UnityCG.cginc" 63 | #include "UCLA GameLab Wireframe Functions.cginc" 64 | #pragma vertex vert 65 | #pragma fragment frag 66 | #pragma geometry geom 67 | 68 | // Vertex Shader 69 | UCLAGL_v2g vert(appdata_base v) 70 | { 71 | return UCLAGL_vert(v); 72 | } 73 | 74 | // Geometry Shader 75 | [maxvertexcount(3)] 76 | void geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 77 | { 78 | UCLAGL_geom( p, triStream); 79 | } 80 | 81 | // Fragment Shader 82 | float4 frag(UCLAGL_g2f input) : COLOR 83 | { 84 | return UCLAGL_frag(input); 85 | } 86 | 87 | ENDCG 88 | } 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Double-Sided Wireframe.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ee0c86dac5512f40a5c118571d81117 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Wireframe Functions.cginc: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | //Algorithms and shaders based on code from this journal 4 | //http://cgg-journal.com/2008-2/06/index.html 5 | 6 | #ifndef UCLA_GAMELAB_WIREFRAME 7 | #define UCLA_GAMELAB_WIREFRAME 8 | 9 | #include "UnityCG.cginc" 10 | 11 | // DATA STRUCTURES // 12 | // Vertex to Geometry 13 | struct UCLAGL_v2g 14 | { 15 | float4 pos : POSITION; // vertex position 16 | float2 uv : TEXCOORD0; // vertex uv coordinate 17 | }; 18 | 19 | // Geometry to UCLAGL_fragment 20 | struct UCLAGL_g2f 21 | { 22 | float4 pos : POSITION; // fragment position 23 | float2 uv : TEXCOORD0; // fragment uv coordinate 24 | float3 dist : TEXCOORD1; // distance to each edge of the triangle 25 | }; 26 | 27 | // PARAMETERS // 28 | 29 | //float4 _Texture_ST; // For the Main Tex UV transform 30 | float _Thickness = 1; // Thickness of the wireframe line rendering 31 | float4 _Color = {1,1,1,1}; // Color of the line 32 | float4 _MainTex_ST; // For the Main Tex UV transform 33 | sampler2D _MainTex; // Texture used for the line 34 | 35 | // SHADER PROGRAMS // 36 | // Vertex Shader 37 | UCLAGL_v2g UCLAGL_vert(appdata_base v) 38 | { 39 | UCLAGL_v2g output; 40 | output.pos = UnityObjectToClipPos(v.vertex); 41 | output.uv = TRANSFORM_TEX (v.texcoord, _MainTex);//v.texcoord; 42 | return output; 43 | } 44 | 45 | // Geometry Shader 46 | [maxvertexcount(3)] 47 | void UCLAGL_geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 48 | { 49 | //points in screen space 50 | //pos.xy/pos.w其实就是手动进行透视除法得到视口坐标,再乘以屏幕分配率,得到屏幕空间的坐标(像素) 51 | float2 p0 = _ScreenParams.xy * p[0].pos.xy / p[0].pos.w; 52 | float2 p1 = _ScreenParams.xy * p[1].pos.xy / p[1].pos.w; 53 | float2 p2 = _ScreenParams.xy * p[2].pos.xy / p[2].pos.w; 54 | 55 | //edge vectors 56 | float2 v0 = p2 - p1; 57 | float2 v1 = p2 - p0; 58 | float2 v2 = p1 - p0; 59 | 60 | //area of the triangle 61 | //平行四边形的面积 62 | float area = abs(v1.x*v2.y - v1.y * v2.x); 63 | 64 | //values based on distance to the edges 65 | //面积除以边长得到三个不同的高 66 | float dist0 = area / length(v0); 67 | float dist1 = area / length(v1); 68 | float dist2 = area / length(v2); 69 | 70 | UCLAGL_g2f pIn; 71 | 72 | //add the first point 73 | pIn.pos = p[0].pos; 74 | pIn.uv = p[0].uv; 75 | pIn.dist = float3(dist0,0,0); 76 | triStream.Append(pIn); 77 | 78 | //add the second point 79 | pIn.pos = p[1].pos; 80 | pIn.uv = p[1].uv; 81 | pIn.dist = float3(0,dist1,0); 82 | triStream.Append(pIn); 83 | 84 | //add the third point 85 | pIn.pos = p[2].pos; 86 | pIn.uv = p[2].uv; 87 | pIn.dist = float3(0,0,dist2); 88 | triStream.Append(pIn); 89 | } 90 | 91 | // Fragment Shader 92 | float4 UCLAGL_frag(UCLAGL_g2f input) : COLOR 93 | { 94 | //find the smallest distance 95 | float val = min(input.dist.x, min(input.dist.y, input.dist.z)); 96 | 97 | //calculate power to 2 to thin the line 98 | val = exp2(-1/_Thickness * val * val); 99 | //blend between the lines and the negative space to give illusion of anti aliasing 100 | float4 targetColor = _Color * tex2D(_MainTex, input.uv); 101 | float4 transCol = _Color * tex2D(_MainTex, input.uv); 102 | transCol.a = 0; 103 | return val * targetColor + (1 - val ) * transCol; 104 | } 105 | #endif -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Wireframe Functions.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fae11a358e6184143864aff7322aa72a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Wireframe.shader: -------------------------------------------------------------------------------- 1 | Shader "UCLA Game Lab/Wireframe/Single-Sided" 2 | { 3 | Properties 4 | { 5 | _Color ("Line Color", Color) = (1,1,1,1) 6 | _MainTex ("Main Texture", 2D) = "white" {} 7 | _Thickness ("Thickness", Float) = 1 8 | } 9 | 10 | SubShader 11 | { 12 | Pass 13 | { 14 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 15 | 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | ZWrite Off 18 | LOD 200 19 | 20 | CGPROGRAM 21 | #pragma target 5.0 22 | #include "UnityCG.cginc" 23 | #include "UCLA GameLab Wireframe Functions.cginc" 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | #pragma geometry geom 27 | 28 | // Vertex Shader 29 | UCLAGL_v2g vert(appdata_base v) 30 | { 31 | return UCLAGL_vert(v); 32 | } 33 | 34 | // Geometry Shader 35 | [maxvertexcount(3)] 36 | void geom(triangle UCLAGL_v2g p[3], inout TriangleStream triStream) 37 | { 38 | UCLAGL_geom( p, triStream); 39 | } 40 | 41 | // Fragment Shader 42 | float4 frag(UCLAGL_g2f input) : COLOR 43 | { 44 | return UCLAGL_frag(input); 45 | } 46 | 47 | ENDCG 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/UCLAGameLab/Wireframe/Shaders/UCLA GameLab Wireframe.shader.meta: 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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 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Fri Aug 23 21:16:12 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were updated: 8 | com.unity.analytics from version 3.2.2 to 3.3.2 9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 11 | com.unity.purchasing from version 2.0.1 to 2.0.6 12 | com.unity.textmeshpro from version 1.3.0 to 2.0.1 13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0 14 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityWireframe 2 | Draw Wireframe in Unity 3 | 4 | 5 | 1.GL绘制线框 6 | ![GL绘制线框](https://github.com/eangulee/UnityWireframe/blob/master/Assets/Introduction/GL%E7%BB%98%E5%88%B6%E7%BA%BF%E6%A1%86.png) 7 | 8 | 9 | 2.绘制三边线框 10 | ![绘制三边线框1](https://github.com/eangulee/UnityWireframe/blob/master/Assets/Introduction/Geomotry%E7%BB%98%E5%88%B6%E4%B8%89%E8%BE%B9%E7%BA%BF%E6%A1%861.png) 11 | 12 | 13 | ![绘制三边线框2](https://github.com/eangulee/UnityWireframe/blob/master/Assets/Introduction/Geomotry%E7%BB%98%E5%88%B6%E4%B8%89%E8%BE%B9%E7%BA%BF%E6%A1%862.png) 14 | 15 | 16 | 3.Geomotry绘制四边线框 17 | 18 | ![Geomotry绘制四边线框](https://github.com/eangulee/UnityWireframe/blob/master/Assets/Introduction/Geomotry%E7%BB%98%E5%88%B6%E5%9B%9B%E8%BE%B9%E7%BA%BF%E6%A1%86.png) 19 | --------------------------------------------------------------------------------