ThePixelgon, hello Grant
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8 changed files with 479 additions and 6 deletions
78
Assets/Materials/Pixelgon.mat
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78
Assets/Materials/Pixelgon.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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8
Assets/Materials/Pixelgon.mat.meta
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8
Assets/Materials/Pixelgon.mat.meta
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92
Assets/Materials/Shaders/Pixelgon.shader
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92
Assets/Materials/Shaders/Pixelgon.shader
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Shader "Custom/Pixelgon"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "" {}
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_Shade ("Shade", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Shade;
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struct meshdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 worldPos : TEXCOORD1;
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float3 normal : TEXCOORD2;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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float DeRez(float value)
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{
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return float(round(value * 420)) / 420;
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}
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float3 hsv2rgb(float3 c)
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{
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c = float3(c.x, clamp(c.yz, 0.0, 1.0));
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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v2f vert (meshdata v)
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{
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v2f o;
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v.vertex.x = DeRez(v.vertex.x);
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v.vertex.y = DeRez(v.vertex.y);
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v.vertex.z = DeRez(v.vertex.z);
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o.vertex = UnityObjectToClipPos(v.vertex);
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}
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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clip(col.a - 0.5);
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// float shade = clamp(1.5 + dot(i.normal, float3(0, -1, 0)), 0, 1);
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// col.r *= 1.5 - shade;
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// col.g *= 1.5 - shade;
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// col.b *= shade;
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if (saturate(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal)) < 0.333)
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{
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col *= 0.9;
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}
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// col *= float4(hsv2rgb(float3(saturate(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal)), 1, 1)), 1);
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return col * i.color;
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}
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ENDCG
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}
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}
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Fallback "Legacy Shaders/Transparent/Cutout/Soft Edge Unlit"
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}
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9
Assets/Materials/Shaders/Pixelgon.shader.meta
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9
Assets/Materials/Shaders/Pixelgon.shader.meta
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@ -48,6 +48,7 @@
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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o.color = float4(1,1,1,1);
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return o;
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}
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129
Assets/Scripts/ThePixelgon.cs
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129
Assets/Scripts/ThePixelgon.cs
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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public class ThePixelgon : MonoBehaviour
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{
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public List<Vector3> vertices;
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public Mesh meshPoint;
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public Material mat;
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// just edit in the inspector (arrays and such)
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void Start()
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{
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}
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void Update()
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{
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Mesh mesh = new Mesh();
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mesh.SetVertices(vertices);
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// triangle
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// clock wise
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// 0 1 2, 1 2 3 ?
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List<int> tris = new List<int>();//{ 0, 1, 2 };
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int trav = 1;
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int numSides = vertices.Count;
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for (int i = 0; i < numSides - 2; i++)
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{
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tris.Add(0);
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tris.Add(trav);
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tris.Add(trav + 1);
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trav++;
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}
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/*
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*/
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mesh.SetTriangles(tris, 0);
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// pixelgon
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// ngon
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// vertices, tris, uvs
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List<Vector2> uvs = new List<Vector2>();
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||||
// uvs
|
||||
Vector3 cv = Vector3.zero;
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
cv += vertices[i];
|
||||
}
|
||||
|
||||
cv = cv / vertices.Count;
|
||||
|
||||
Vector3 farthest = cv;
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
if (Vector3.Distance(cv, vertices[i]) > Vector3.Distance(cv, farthest))
|
||||
{
|
||||
farthest = vertices[i];
|
||||
}
|
||||
}
|
||||
float radius = Vector3.Distance(cv, farthest);
|
||||
|
||||
Vector3 normal = Vector3.Cross(vertices[1] - vertices[0], vertices[vertices.Count - 1] - vertices[0]).normalized;
|
||||
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
Vector3 local = vertices[i] - cv;
|
||||
local = Quaternion.Inverse(Quaternion.LookRotation(normal)) * local;
|
||||
Vector3 uvPos = new Vector2(local.x + radius, local.y + radius);
|
||||
// scaling
|
||||
Debug.Log(uvPos);
|
||||
uvs.Add(uvPos);
|
||||
}
|
||||
mesh.SetUVs(0, uvs);
|
||||
|
||||
Graphics.DrawMesh(meshPoint, cv, Quaternion.identity, mat, 0);
|
||||
Graphics.DrawMesh(meshPoint, farthest, Quaternion.identity, mat, 0);
|
||||
Graphics.DrawMesh(meshPoint, cv + normal, Quaternion.identity, mat, 0);
|
||||
|
||||
|
||||
int width = 4, height = 4;
|
||||
|
||||
var texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
|
||||
|
||||
bool black = true;
|
||||
|
||||
for (int j = 0; j < width; j++)
|
||||
{
|
||||
for (int k = 0; k < height; k++)
|
||||
{
|
||||
if (black)
|
||||
texture.SetPixel(j, k, Color.black);
|
||||
else
|
||||
texture.SetPixel(j, k, Color.white);
|
||||
black = !black;
|
||||
}
|
||||
black = !black;
|
||||
}
|
||||
/*
|
||||
var texture = new Texture2D(2, 2, TextureFormat.ARGB32, false);
|
||||
texture.SetPixel(0, 0, Color.black);
|
||||
texture.SetPixel(1, 0, Color.white);
|
||||
texture.SetPixel(1, 1, Color.black);
|
||||
texture.SetPixel(0, 1, Color.white);
|
||||
*/
|
||||
texture.Apply();
|
||||
|
||||
texture.filterMode = FilterMode.Point;
|
||||
mat.mainTexture = texture;
|
||||
|
||||
|
||||
// pixels
|
||||
// texture, scale, rotation, rendering options(point filtering, and cutout transparency)
|
||||
|
||||
// just reference a 2d texture for now
|
||||
|
||||
Graphics.DrawMesh(mesh,
|
||||
Vector3.zero,
|
||||
Quaternion.identity,
|
||||
mat, 0
|
||||
);
|
||||
}
|
||||
}
|
11
Assets/Scripts/ThePixelgon.cs.meta
Normal file
11
Assets/Scripts/ThePixelgon.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 96d4e00eaa35fc8448455b6901a0c20b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Reference in a new issue