Added: Anali Paine - Date: 23.02.2022 00:27 - Views: 15458 - Clicks: 6703
Please rate our plugin on Asset Store to support its development. Wilberforce Wireframe is currently in Beta and your feedback is welcome! Please share your ideas and features you would like to see with us at projectwilberforce gmail. See forum for discussion and at projectwilberforce gmail. Flat Shading Wires are shaded based on their orientation to camera cosine of surface normal and view vector. Calculate in Object Space Perspective Perspective display - line appears thinner as distance from camera increases.
Flat Shading Rest of the face is shaded based on their orientation to camera cosine of surface normal and unity wireframe vector. Thickness Units Units in which is thickness of the transition between wire and fill color specified. Pixels : option is default and recommended; Relative to Wire Thickness : option will scale together with change in wire thickness.
Ignore Model Transformations This will not take transformations position, rotation, scale of model into when removing diagonals. Recommended for dynamic meshes. Depth Biass Offsets depth of wire by given amount - use this to combat Z-fighting or for interesting effect.
Both : both face sides visible. Using the shader is straightforward - simply as shader as described in Installation section and adjust parameters.
Note that you can combine wireframe shader material with another materials on same object by setting fill color to transparent, you can make underlying material visible. Most interesting effect can be achieved by rendering the object transparent, with wireframe edges visible. To achieve this, you have to apply this shader twice - once for front faces with transparent fill color and second time for back faces:. In case of questions or further issues, please at projectwilberforce gmail.
Features: Blending between wirecolor and fillcolor Supports Transparent Render Queue Option for removing diagonal edges Option for unity wireframe display of lines line appears thinner as distance from camera increases Flat shading of the fill color Rendering of back faces transparent double-sided objects Planned features FUTURE : Interaction with scene lights Phong shading single-pass optimizationincluding textures Better lines caps Dashed lines Better diagonal edges removal method Alternative calculation supporting DirectX 9 level hardware See forum for discussion and at projectwilberforce gmail.
Requirements Unity 5 5. Wire Settings Thickness How thick the line appears. Color Color of the line can be transparent.
Fill Color Settings Color Color of the rest of the face can be transparent. Diagonal Unity wireframe Removes wire on longest edge of each triangle Enable Enables diagonal removal. Line Caps Beta Enable Switch on to display line caps making the line thicker in the corners. Line Caps Size How thick the line caps are. Rendering Settings Depth Biass Offsets depth of wire by given amount - use this to combat Z-fighting or for interesting effect.
Apply to faces On what sides of surfaces will be effect applied. Both : both face sides visible How to Basic usage Using the shader is straightforward - simply as shader as described in Installation section and adjust parameters. Transparent objects Double-sided mesh Most interesting effect can be achieved by rendering the object transparent, with wireframe edges visible. Set fill color to transparent or semi-transparent for material with Front faces rendering Select object you want to render and open Materials section in Inspector Window.
Set Size parameter to 2 or more As our two materials to selected object see picture below Contact Information In case of questions or further issues, please at projectwilberforce gmail.Unity wireframe
email: qebuithuf[email protected] - phone:(169) 352-2255 x 9457
Scene view control bar