Skip to content

(2023) Unity script for rendering quadrilateral wireframes.

License

Notifications You must be signed in to change notification settings

mgackowski/quad-wireframes

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

12 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Quad Wireframes for Unity

Screenshot of a four cubes using the wireframe script.

An approach to adding wireframes to your objects in Unity without the use of shaders. I wrote this specifically so that I could filter our the diagonal lines from quadrilateral surfaces. The implementation is pretty simple and uses GL.LINES and GL.QUADS for rendering.

Usage

Only WireframeRenderer.cs is required, but the contents of the Assets/Editor folder are recommended for ease of use.

  1. Attach the WireframeRenderer component to your GameObject(s). Note that a MeshFilter component is required.
  2. Use the buttons in the inspector to prepare the wireframe. This generates a list of line segments that get serialised with the script.
  3. The wireframes will be visible in Play Mode.

Screenshot of the script's custom inspector.

Render mode

"Lines" uses GL.LINES, which limits this mode to single-pixel wide rendering. The width parameter has no effect.

"Quads" uses GL.QUADS, which do have a configurable width.

Z-fighting

When using quads, the geometry of the wireframe will create visible artifacting if you're also using a mesh renderer. To avoid that, you can use the shader and material provided for the wireframe (see example scene). The shader simply forces an offset in the depth buffer.

About

(2023) Unity script for rendering quadrilateral wireframes.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages