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[Released] Easy Wireframe Lite

Discussion in 'Assets and Asset Store' started by tsangwailam, Feb 13, 2017.

  1. tsangwailam

    tsangwailam

    Joined:
    Jul 30, 2013
    Posts:
    280
    Easy Wireframe Lite - Essential Wireframe Shader
    Assets Store Links:

    http://u3d.as/GKG

    1.png 2.png 3.png 4.png insapector.png
    Easy Wireframe Lite is a shader package that display mesh wireframe with various effect. Textured wireframe and animated effect make it different from other wireframe shader in the market.

    Easy Wireframe Lite depends on a barycentric information store in the mesh. Easy Wireframe Lite has a simplified workflow to generate the information. You can add the barycentric information from context menu. No extra mesh generation step is needed.

    This is a lite version of Easy Wireframe Pro

    Website | Documentation | Forum


    Highlighted Features:

    ♠ No DX11, work on mobile and WebGL

    ♠ Includes Unlit and Mobile shader

    (Pro version included transparent, standard and toon shader)

    ♠ Animated texture wireframe

    ♠ Various mask and alpha effect

    ♠ 2-sided wireframe

    ♠ Emission wireframe

    ♠ Simple workflow (No need to generate new mesh)

    ♠ Skin and blend shape support



    WebGL Demo

    Shader lists

    Featured Effects

    Skinned Mesh/Animated Texture

    Assets Store Links:
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Wireframe mesh are always more pleasing to look at when the wireframe only displays quads.
    Can this be setup to only display quads of the mesh, instead of triangles?
     
  3. tsangwailam

    tsangwailam

    Joined:
    Jul 30, 2013
    Posts:
    280
    This cannot be done right now. But in the roadmap.
     
    theANMATOR2b likes this.
  4. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,411
    Hi,

    Do you know if this works with native VR (cardboard) single pass?
     
  5. tsangwailam

    tsangwailam

    Joined:
    Jul 30, 2013
    Posts:
    280
    It should work fine. Since the shader didn't use any screen based transform.