I tried a lot of different options, like a outline, a wireframe shader, but they all do not give the desired effect.
Shader "Custom/WireframeShader"
{
Properties
{
_WireColor("Edges Color", Color) = (0,0,0,1)
_WireThickness("Edge Thickness", RANGE(0, 800)) = 100
_WireSmoothness("Edge Smoothness", RANGE(0, 20)) = 3
_AlbedoColor("Albedo Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 200
Pass
{
CGPROGRAM
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
struct Input
{
float2 uv_MainTex;
};
fixed4 _WireColor;
fixed4 _AlbedoColor;
uniform float _WireThickness;
uniform float _WireSmoothness;
struct appdata
{
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2g
{
float4 projSpaceVertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 worldSpacePosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct g2f
{
float4 projSpaceVertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 worldSpacePosition : TEXCOORD1;
float4 dist : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2g vert(appdata v)
{
v2g o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.projSpaceVertex = UnityObjectToClipPos(v.vertex);
o.worldSpacePosition = mul(unity_ObjectToWorld, v.vertex);
o.uv0 = TRANSFORM_TEX(v.texcoord0, _MainTex);
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g i[3], inout TriangleStream<g2f> triangleStream)
{
float2 p0 = i[0].projSpaceVertex.xy / i[0].projSpaceVertex.w;
float2 p1 = i[1].projSpaceVertex.xy / i[1].projSpaceVertex.w;
float2 p2 = i[2].projSpaceVertex.xy / i[2].projSpaceVertex.w;
float2 edge0 = p2 - p1;
float2 edge1 = p2 - p0;
float2 edge2 = p1 - p0;
float area = abs(edge1.x * edge2.y - edge1.y * edge2.x);
float wireThickness = 800 - _WireThickness;
g2f o;
o.uv0 = i[0].uv0;
o.worldSpacePosition = i[0].worldSpacePosition;
o.projSpaceVertex = i[0].projSpaceVertex;
o.dist.xyz = float3((area / length(edge0)), 0.0, 0.0) * o.projSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projSpaceVertex.w;
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[0], o);
triangleStream.Append(o);
o.uv0 = i[1].uv0;
o.worldSpacePosition = i[1].worldSpacePosition;
o.projSpaceVertex = i[1].projSpaceVertex;
o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projSpaceVertex.w;
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[1], o);
triangleStream.Append(o);
o.uv0 = i[2].uv0;
o.worldSpacePosition = i[2].worldSpacePosition;
o.projSpaceVertex = i[2].projSpaceVertex;
o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projSpaceVertex.w * wireThickness;
o.dist.w = 1.0 / o.projSpaceVertex.w;
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i[2], o);
triangleStream.Append(o);
}
fixed4 frag(g2f i) : SV_Target
{
float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3];
float4 baseColor = _AlbedoColor * tex2D(_MainTex, i.uv0);
// Early out if we know we are not on a line segment.
if (minDistanceToEdge > 0.9)
{
return fixed4(baseColor.rgb,0);
}
// Smooth our line out
float t = exp2(_WireSmoothness * -1.0 * minDistanceToEdge * minDistanceToEdge);
fixed4 finalColor = lerp(baseColor, _WireColor, t);
finalColor.a = t;
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
For example, such a shader gives the following result:
[155099-безымянныи.png|155099]
How can I leave only the outer edges of the mesh?