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[Released] Wireframe Shader Artist

Discussion in 'Works In Progress - Archive' started by jolix, Sep 9, 2016.

  1. jolix

    jolix

    Joined:
    May 22, 2016
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    Now on the Asset Store

    Hi fellow artists and developers!

    Regular wireframe shaders are not very appealing to the eye. Meet Wireframe Artist! This package provides the tools to design artistic wireframe materials with high flexibility. Check out the WebGL Demo!

    Suggestions and feedback are welcome! :)



    Unique Features:
    Angle Threshold - Filter out blunt wireframe edges with an angle threshold. Only sharp wires are displayed.
    Barycentric Texturing - Design your custom wire with a [width]-by-1 texture where the alpha channel is used to blend with the surface.
    Glow - Add a bleeding/glowing/shadow effect radiating from the wires.
    PBR - Physically based wireframe rendering enables you to adjust emissive, metallic and smoothness properties.
    Smooth Wire Style - Smooth out wire intersections at vertex points to get a unique wireframe look.

    Supports:
    ☑ Shader Model 2 & 3 (with baking)
    ☑ Shader Model 4+ (no baking required)
    ☑ Projectors
    ☑ Mobile
    ☑ Skinned meshes and submeshes

    More Features:
    • Anti-aliasing
    • Fade in/out the wireframe
    • Mask parts of the wireframe
    • Invert the wireframe
    • Baking at runtime
    • Bake wireframe data into Colors or UV3
    • All standard rendering modes
    • Additive & multiplicative rendering modes

    In The Works:
    • Quad meshes
    • Integrate in your shaders

    Videos:






    Old videos:
    https://www.youtube.com/watch?v=FZRq71FJra4
    https://www.youtube.com/watch?v=9x0uaD7lFd0
    https://www.youtube.com/watch?v=4cWaYPSJxio
     
    Last edited: Dec 8, 2016
  2. jolix

    jolix

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    I've added fading, lighting, corner smoothing and edge glowing.


    [\SPOILER]
     
    Last edited: Nov 26, 2016
  3. FreeFly90

    FreeFly90

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    I LOVE them. Can you tell us something more about how they're made? Are you planning to release/sell it?
     
    jolix likes this.
  4. jolix

    jolix

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    Thanks FreeFly!
    It's based on an adapted barycentric coordinate system, some secret sauce and lots of lerping :)
    If there's some interest for it, I'll consider selling it on the asset store.
     
    FreeFly90 likes this.
  5. neoshaman

    neoshaman

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    That secret sauce because barycentric would only work with access to triangle, and I only know about vertex and fragment :eek: unless you use geometry shader :p
     
    jolix likes this.
  6. jolix

    jolix

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    Hehe, true. I use a geometry shader for DX11, but I'm going to make it work for mobile as well.
     
  7. _M_S_D_

    _M_S_D_

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    Of course there is! :D
     
    jolix likes this.
  8. imaginaryhuman

    imaginaryhuman

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    I like. The adjustable thickness in realtime, I guess that means you are generating the edges on the fly in the shader rather than texture-based?
     
    jolix likes this.
  9. jolix

    jolix

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    The edges are generated indeed, but there's an option to add your textures to it. I'll show that in a later update.
     
  10. jolix

    jolix

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    Here is an update showing different settings and examples. The models are from AxeyWorks (available on the asset store).


    [\SPOILER]
     
    Last edited: Nov 26, 2016
  11. jolix

    jolix

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    Some new wireframe modes, all with tweakable parameters

    [\spoiler]
     
    Last edited: Nov 26, 2016
  12. jolix

    jolix

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    I created a WebGL Demo!
    Also, I submitted the first version to the asset store last week. Fingers crossed!
     
    FreeFly90 likes this.
  13. jolix

    jolix

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    It works with Unity 5.5 beta now. I will need to update the code as soon as the package gets approved.
     
  14. jolix

    jolix

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    I've added another showcase scene for the upcoming trailer:

     
    dyupa, Dennis_eA and minimalmally like this.
  15. Damo9000

    Damo9000

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    Wow, Ok i need this. My only concern is if it works in GearVR, and how many drawcalls it creates. You plan to release as an asset soon?
     
  16. jolix

    jolix

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    Hi Damo. Yes it works with VR and the number of draw calls stays the same (no extra draw calls).
    I submitted the package 1.5 weeks ago, so it should be available in a few days if it gets approved.
     
    pixelsteam likes this.
  17. jolix

    jolix

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    One more scene for the trailer using Unity's Viking Village package. This video shows the PBR capabilities of Wireframe Artist.

     
    pixelsteam likes this.
  18. goneinsane

    goneinsane

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    Any chance for a veteran discount? I just followed you on Twitter w/ my crazy UFO account ;) and can't put into words how perfect this is for a project my daughter and I are doing, great job!
     
    jolix likes this.
  19. PitHeimes

    PitHeimes

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    This is just perfect! Congrats to that amazing job on the shader! Love it!
     
    pixelsteam and jolix like this.
  20. jolix

    jolix

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  21. Damo9000

    Damo9000

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    Annnnd I bought it! Checking it out now!
     
    jolix likes this.
  22. jolix

    jolix

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    Thanks and feel free to contact me for anything!
     
  23. dyupa

    dyupa

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    Hi, Jolix! Is it possible to bake the result of Wireframe Artist Baker in to the texture PNG format? I am very impressed of Angle Threshold mode and want to edit some objects in Blender after using this mode, but can't find out how to get the result texture from baked material. I also saw your Baking Tutorial page, but also do not understand how to use baked wireframe data from UV3 and Color. Thank you very much!
     
  24. jolix

    jolix

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    Hi dyupa,

    I'm glad you like it! :)
    Baking the result into a texture is not possible at the moment. But it is something I plan to do, because I want this as well.
    What is baked into UV3 or Color channels are barycentric distances for the triangles. You cannot use them in Blender.

    Happy to help!

    Please consider rating the package in your asset downloads or leave a review on the asset page. This will help the growth of this asset.



    PS: If you have troubles with baking, I posted a video:
    .
     
    dyupa likes this.
  25. dyupa

    dyupa

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    Jolix, thank you very much for a lightning reply! Five stars from me. ;) I'll be waiting for the export into the texture and other new features of Wireframe Shader Artist. :)
     
  26. RavenOfCode

    RavenOfCode

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    Wow this looks amazing!
     
  27. ekergraphics

    ekergraphics

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    I just bought this asset and I'm very disappointed that the angle treshold feature is apparently limited to objects with less than 20k polygons. I have a scene with 4 million polygons that I thought I could use that effect on to show a wireframe effect.
     
  28. jolix

    jolix

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    That is because Unity limits to 64k vertices. The angle threshold feature has to dupe vertices.
    So I recommend splitting up the models.
     
  29. If i may ask, why did you deprecate this package?
     
  30. jolix

    jolix

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    I will support a DirectX 11 version here: https://www.assetstore.unity3d.com/#!/content/94741

    I deprecate this asset, because it needs way too much maintenance for what it is.
     
  31. AlterSpace

    AlterSpace

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    So, for those like me that bought the deprecated one there are no options for updates? I bought your plugin to use in my next project, but I never download it from the asset store... If I knew I would have bought the newer version, that's also cheaper than the older one...
     
  32. jolix

    jolix

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    Please contact me with your invoice number by email. We can arrange this :)