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Wireframe Rendering?
Hi guys and gals, I've looked around but can't seem to find any info on whether it's possible to have the main camera render in wireframe mode? I did find some stuff on Unity Pro but that doesn't help me :(
I'd quite like to do some cool retro stuff, a la Battlezone.
Is this possible?
For those who have pro and wander into this question, it looks like there's an implementation available here.
Actually the GL class works also with the indy version. I'm not sure if it's a bug since the docs states it's pro only but i used it a lot in the editor and also in indy-webbuilds.
I got one of the scripts working but it only displays black lines :( Can't seem to change it...
If you had read the whole thread you would have noticed that the shaderlab syntax has changed (this thread is quite old). At the second page there is a post with the corrected line-material.
Thanks, Bunny! I don't know how I missed that! All working sweet, now :)
Answer by Eric5h5 · Jul 17, 2011 at 01:38 AM
Thanks, I'll check it out. I didn't realise you could use it for pre-existing models, too. Very cool. Now I just have to raise the cash...lol. Is there a demo so I can check it out properly? I have to spend wisely, being a game student. LOL.
Just checked out the online demos... VERY NICE! I think I'll have to purchase when I can afford it ;-) Let's hope my first game sells so I can! LOL. This is EXACTLY what I want ;-)
@POLYGA$$anonymous$$e: there are various demos on the Vectrosity page. If you mean a demo of the actual product, that's not really feasible. 99% of people who've bought it like it though. If it doesn't work for you, I'll give you a refund. It probably won't take long to find $20 worth of beer cans to recycle. ;)
Sounds good. I'll try scrounge up some cash (although you mentioned beer... wouldn't $$anonymous$$d some of that, either) ;-)
Hi Eric... got sidetracked by new game project, which is selling quite well, so decided to buy your plugin. Does it support Unity 3.5? I have noticed that these scripts no longer do...
Cheers!
Answer by reckless_glitch · Dec 09, 2013 at 05:01 PM
Hey guys, I prefer c# so I rewrote and uhm changed the script a bit it renders every line two times so now you can choose, which line of the triangles to render, which gives some kind of random but faster mesh, quite interesting too.
using UnityEngine;
using System.Collections;
public class wireframe : MonoBehaviour {
public bool render_mesh_normaly = true;
public bool render_lines_1st = false;
public bool render_lines_2nd = false;
public bool render_lines_3rd = false;
public Color lineColor = new Color (0.0f, 1.0f, 1.0f);
public Color backgroundColor = new Color (0.0f, 0.5f, 0.5f);
public bool ZWrite = true;
public bool AWrite = true;
public bool blend = true;
public float lineWidth = 3;
public int size = 0;
private Vector3[] lines ;
private ArrayList lines_List ;
public Material lineMaterial ;
//private MeshRenderer meshRenderer;
/*
████████ ▄▀▀■ ▀▀█▀▀ ▄▀▀▄ █▀▀▄ ▀▀█▀▀
████████ ▀■■▄ █ █■■█ █▀▀▄ █
████████ ■▄▄▀ █ █ █ █ █ █
*/
void Start () {
//meshRenderer = gameObject.GetComponent<MeshRenderer>();
if (lineMaterial == null) {
lineMaterial = new Material ("Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass {" +
" BindChannels { Bind \"Color\",color }" +
" Blend SrcAlpha OneMinusSrcAlpha" +
" ZWrite on Cull Off Fog { Mode Off }" +
"} } }");
/*lineMaterial = new Material ("Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass {" +
" Blend SrcAlpha OneMinusSrcAlpha" +
" ZWrite Off Cull Front Fog { Mode Off }" +
"} } }");*/
}
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
lines_List = new ArrayList();
MeshFilter filter = gameObject.GetComponent<MeshFilter>();
Mesh mesh = filter.mesh;
Vector3[] vertices = mesh.vertices;
int[] triangles = mesh.triangles;
for (int i = 0; i+2 < triangles.Length; i+=3)
{
lines_List.Add(vertices[triangles[i]]);
lines_List.Add(vertices[triangles[i + 1]]);
lines_List.Add(vertices[triangles[i+ 2]]);
}
//lines_List.CopyTo(lines);//arrays are faster than array lists
lines = (Vector3[]) lines_List.ToArray(typeof(Vector3));
lines_List.Clear();//free memory from the arraylist
size = lines.Length;
}
// to simulate thickness, draw line as a quad scaled along the camera's vertical axis.
void DrawQuad(Vector3 p1,Vector3 p2 ){
float thisWidth = 1.0f/Screen.width * lineWidth * 0.5f;
Vector3 edge1 = Camera.main.transform.position - (p2+p1)/2.0f; //vector from line center to camera
Vector3 edge2 = p2-p1; //vector from point to point
Vector3 perpendicular = Vector3.Cross(edge1,edge2).normalized * thisWidth;
GL.Vertex(p1 - perpendicular);
GL.Vertex(p1 + perpendicular);
GL.Vertex(p2 + perpendicular);
GL.Vertex(p2 - perpendicular);
}
Vector3 to_world(Vector3 vec)
{
return gameObject.transform.TransformPoint(vec);
}
/*
████████ █ █ █▀▀▄ █▀▀▄ ▄▀▀▄ ▀▀█▀▀ █▀▀▀
████████ █ █ █▀▀ █ █ █■■█ █ █■■
████████ ▀▄▄▀ █ █▄▄▀ █ █ █ █▄▄▄
*/
void OnRenderObject () {
gameObject.renderer.enabled=render_mesh_normaly;
if (lines == null || lines.Length < lineWidth) {
print("No lines");
}
else
{
lineMaterial.SetPass(0);
GL.Color(lineColor);
if (lineWidth == 1) {
GL.Begin(GL.LINES);
for(int i = 0; i+2 < lines.Length; i+=3)
{
Vector3 vec1 = to_world(lines[i]);
Vector3 vec2 = to_world(lines[i+1]);
Vector3 vec3 = to_world(lines[i+2]);
if(render_lines_1st){
GL.Vertex(vec1);
GL.Vertex(vec2);
}
if(render_lines_2nd){
GL.Vertex(vec2);
GL.Vertex(vec3);
}
if(render_lines_3rd){
GL.Vertex(vec3);
GL.Vertex(vec1);
}
}
} else {
GL.Begin(GL.QUADS);
for(int i = 0; i+2 < lines.Length; i+=3) {
Vector3 vec1 = to_world(lines[i]);
Vector3 vec2 = to_world(lines[i+1]);
Vector3 vec3 = to_world(lines[i+2]);
if(render_lines_1st) DrawQuad(vec1,vec2);
if(render_lines_2nd) DrawQuad(vec2,vec3);
if(render_lines_3rd) DrawQuad(vec3,vec1);
}
}
GL.End();
}
}
}
Beautiful. Just beautiful. Thank you so much. Going for a Tron-esque 80's sci fi lo-fi look for my title menu and this works great on making vectorized-looking models after I lowered their poly counts.
I got it working in unity 4.6 with the following changes: public $$anonymous$$aterial line$$anonymous$$aterial ;
-- >remove "`public`" (don't want to set this manually, it never works- at least with $$anonymous$$Y materials)
cut the line: GL.Color(lineColor);
paste it under BOTH:
GL.Begin(GL.LINES);
and
GL.Begin(GL.QUADS);
I am getting purple lines, the line color isn't working, any solution?
Answer by POLYGAMe · Jul 17, 2011 at 05:25 AM
For anyone who stumbles across this, here is the working script from the forums:
// attach to an object with a mesh filter
//vers 12/11/2008
var lineColor : Color;
var backgroundColor : Color;
var ZWrite = true;
var AWrite = true;
var blend = true;
private var lines : Vector3[];
private var linesArray : Array;
private var lineMaterial : Material;
private var meshRenderer : MeshRenderer;
function Start ()
{
renderer.enabled = false;
meshRenderer = GetComponent(MeshRenderer);
if(!meshRenderer) meshRenderer = gameObject.AddComponent(MeshRenderer);
meshRenderer.material = new Material("Shader \"Lines/Background\" { Properties { _Color (\"Main Color\", Color) = (1,1,1,1) } SubShader { Pass {" + (ZWrite ? " ZWrite on " : " ZWrite off ") + (blend ? " Blend SrcAlpha OneMinusSrcAlpha" : " ") + (AWrite ? " Colormask RGBA " : " ") + "Lighting Off Offset 1, 1 Color[_Color] }}}");
// Old Syntax without Bind :
// lineMaterial = new Material("Shader \"Lines/Colored Blended\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite On Cull Front Fog { Mode Off } } } }");
// New Syntax with Bind :
lineMaterial = new Material("Shader \"Lines/Colored Blended\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha BindChannels { Bind \"Color\",color } ZWrite On Cull Front Fog { Mode Off } } } }");
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
linesArray = new Array();
var filter : MeshFilter = GetComponent(MeshFilter);
var mesh = filter.sharedMesh;
var vertices = mesh.vertices;
var triangles = mesh.triangles;
for (i = 0; i < triangles.length / 3; i++)
{
linesArray.Add(vertices[triangles[i * 3]]);
linesArray.Add(vertices[triangles[i * 3 + 1]]);
linesArray.Add(vertices[triangles[i * 3 + 2]]);
}
lines = linesArray.ToBuiltin(Vector3);
}
function OnRenderObject()
{
meshRenderer.sharedMaterial.color = backgroundColor;
lineMaterial.SetPass(0);
GL.PushMatrix();
GL.MultMatrix(transform.localToWorldMatrix);
GL.Begin(GL.LINES);
GL.Color(lineColor);
for (i = 0; i < lines.length / 3; i++)
{
GL.Vertex(lines[i * 3]);
GL.Vertex(lines[i * 3 + 1]);
GL.Vertex(lines[i * 3 + 1]);
GL.Vertex(lines[i * 3 + 2]);
GL.Vertex(lines[i * 3 + 2]);
GL.Vertex(lines[i * 3]);
}
GL.End();
GL.PopMatrix();
}
also needs renderer with the mesh filter if adding to an empty game object
Answer by supare · Jun 11, 2018 at 12:16 PM
If you don't mind having a fixed black colour for the triangles, you can use the inbuilt VR/SpatialMapping/Wireframe shader, available from 2017 onwards.
On standard displays, this will draw a wireframe on top of black triangles. On AR displays like HoloLens, the triangles will be transparent, leaving the wireframe.
The advantage of this approach is that there are no external dependencies and it works in seconds with any MeshFilter. I often use it for debugging procedural mesh generation scripts.
Answer by AlexTuduran · Sep 11, 2018 at 08:21 PM
@POLYGAMe You can use GL.wireframe = true;
Right, but you have to use it in "OnPreRender". You can't just call it in update.
Your answer
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