Shader "Unlit/WireframeShader" { Properties { _WireframeColor("WireframeColor", Color) = (1, 0, 0, 1) _Color("Color", Color) = (1, 1, 1, 1) _DistanceMultipler("DistanceMultiplier", Range(1, 5)) = 1 } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag half4 _WireframeColor, _Color; float _LineThickness, _DistanceMultipler; struct appdata { float4 vertex : POSITION; float4 color : COLOR; // barycentric coords UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float3 vertexView : TEXCOORD0; float3 color: COLOR; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.vertexView = UnityObjectToViewPos(v.vertex); o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { // on edge, one or the coordinates is 0 float closest = min(i.color.x, min(i.color.y, i.color.z)); // use distance to make far away edges visible float distance = length(i.vertexView) * _DistanceMultipler * 0.02; float val = closest/distance; return lerp(_WireframeColor, _Color, clamp(val,0,1)); } ENDCG } } }