线框相同厚度的着色器统一

时间:2018-11-27 20:22:47

标签: unity3d graphics shader fragment-shader

我有一个着色器,可在网格上绘制线框。这在无比例缩放的网格上效果很好。但是,当我缩放网格时,线框也会随之缩放。我不希望我只希望线框具有与网格大小无关的设定厚度。

所以我的问题是如何在网格的所有点上使线框保持相同的厚度?

这是到目前为止的线框着色器代码。

Shader "Custom/Geometry/Wireframe"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        [PowerSlider(3.0)]
        _WireframeVal ("Wireframe width", Range(0., 0.34)) = 0.05
        _FrontColor ("Front color", color) = (1., 1., 1., 1.)
        _BackColor ("Back color", color) = (1., 1., 1., 1.)
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }


        Pass
        {
            Cull Front
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma geometry geom
            #include "UnityCG.cginc"

            struct v2g {
                float4 pos : SV_POSITION;
            };

            struct g2f {
                float4 pos : SV_POSITION;
                float3 bary : TEXCOORD0;
            };

            v2g vert(appdata_base v) {
                v2g o;
                o.pos = UnityObjectToClipPos(v.vertex);
                return o;
            }

            [maxvertexcount(3)]
            void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
                g2f o;
                o.pos = IN[0].pos;
                o.bary = float3(1., 0., 0.);
                triStream.Append(o);
                o.pos = IN[1].pos;
                o.bary = float3(0., 0., 1.);
                triStream.Append(o);
                o.pos = IN[2].pos;
                o.bary = float3(0., 1., 0.);
                triStream.Append(o);
            }

            float _WireframeVal;
            fixed4 _BackColor;

            fixed4 frag(g2f i) : SV_Target {
            if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal)))
                 discard;

                return _BackColor;
            }



            ENDCG
        }

        Pass
        {
            Cull Back
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma geometry geom
            #include "UnityCG.cginc"

            struct v2g {
                float4 pos : SV_POSITION;
            };

            struct g2f {
                float4 pos : SV_POSITION;
                float3 bary : TEXCOORD0;
            };

            v2g vert(appdata_base v) {
                v2g o;
                o.pos = UnityObjectToClipPos(v.vertex);
                return o;
            }

            [maxvertexcount(3)]
            void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
                g2f o;
                o.pos = IN[0].pos;
                o.bary = float3(1., 0., 0.);
                triStream.Append(o);
                o.pos = IN[1].pos;
                o.bary = float3(0., 0., 1.);
                triStream.Append(o);
                o.pos = IN[2].pos;
                o.bary = float3(0., 1., 0.);
                triStream.Append(o);
            }

            float _WireframeVal;
            fixed4 _FrontColor;

            fixed4 frag(g2f i) : SV_Target {
            if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal)))
                 discard;

                return _FrontColor;
            }

            ENDCG
        }
    }
}

有关问题的更多信息,请参见下图:
enter image description here

如您所见,所有“电线”都有不同的粗细。我该如何解决?

0 个答案:

没有答案