Wilberforce Wireframe (WW) is a Shader for Unity 5 (5.3.6 or higher)
You can buy Wilberforce Wireframe at Unity Asset Store.
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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.com.
Features:
Planned features (FUTURE):
See forum for discussion and contact us at projectwilberforce@gmail.com for additional support.
Wilberforce/Wireframe
WW material behaviour is controlled by following parameters:
Wire Thickness How thick the line appears.
Thickness How thick the line appears.
Color Color of the line (can be transparent).
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.
Color Color of the rest of the face (can be transparent).
Flat Shading Rest of the face is shaded based on their orientation to camera (cosine of surface normal and view vector).
Controls for appearance of transition between wire and fill color (anti-aliasing).
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
Thickness Thickness/width of the transition.
Removes wire on longest edge of each triangle
Enable Enables diagonal removal.
Ignore Model Transformations This will not take transformations (position, rotation, scale) of model into account when removing diagonals. Recommended for dynamic meshes.
Enable Switch on to display line caps (making the line thicker in the corners).
Line Caps Size How thick the line caps are.
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.
Front
: default option; Back
: use to make a backface material for “see-through” double-sided mesh. Both
: both face sides visible
Using the shader is straightforward - simply assign 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:
Wilberforce/Wireframe
shader to themFront
for one material, Back
for another.Front
faces renderingMaterials
section in Inspector Window. Set Size
parameter to 2 (or more)In case of questions or further issues, please contact us at projectwilberforce@gmail.com