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Question by Eco-Editor · Feb 07, 2019 at 08:30 AM · shaderrenderingcgdiagonalwireframe

How to integrate maxvertexcount method in my shader??

Hello all,

I have a method that gives me a wirefame look to the 3d object and I want to integrate lines of code that will give me a wireframe look but without diagonals. I'm struggling with the integration.

Wireframe with diagonals (taken from here):

 [maxvertexcount(3)]
 void MyGeometryProgram (
     triangle InterpolatorsVertex i[3],
     inout TriangleStream<InterpolatorsGeometry> stream
 ) {
     float3 p0 = i[0].worldPos.xyz;
     float3 p1 = i[1].worldPos.xyz;
     float3 p2 = i[2].worldPos.xyz;
 
         float3 triangleNormal = normalize(cross(p1 - p0, p2 - p0));
     i[0].normal = triangleNormal;
     i[1].normal = triangleNormal;
     i[2].normal = triangleNormal;
 
     InterpolatorsGeometry g0, g1, g2;
     g0.data = i[0];
     g1.data = i[1];
     g2.data = i[2];
 
     g0.barycentricCoordinates = float3(1, 0);
     g1.barycentricCoordinates = float3(0, 1);
     g2.barycentricCoordinates = float3(0, 0);
 
     stream.Append(g0);
     stream.Append(g1);
     stream.Append(g2);


The code I want to adopt my changes from (taken from here):

             [maxvertexcount(3)]
             void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
                 float3 param = float3(0., 0., 0.);
 
                 #if _REMOVEDIAG_ON
                 float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
                 float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
                 float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
 
                 if (EdgeA > EdgeB && EdgeA > EdgeC)
                     param.y = 1.;
                 else if (EdgeB > EdgeC && EdgeB > EdgeA)
                     param.x = 1.;
                 else
                     param.z = 1.;
                 #endif
 
                 g2f o;
                 o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
                 o.bary = float3(1., 0., 0.) + param;
                 triStream.Append(o);
                 o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
                 o.bary = float3(0., 0., 1.) + param;
                 triStream.Append(o);
                 o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
                 o.bary = float3(0., 1., 0.) + param;
                 triStream.Append(o);


Photos for reference. 1. How It looks before integration. After integration diagonal lines will disappear alt text Please help

flatwireframe.png (52.1 kB)
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