Reputation: 6808
I'm trying to write a vertex shader that only applies to some vertices.
In Unity, text is rendered as a series of disjointed 4-vertex polys. I'm trying to transform/rotate/scale those polys, but separately. So I can move each letter independently.
I don't think it's possible but if each vertex had an ID, I could group them 0-3, 4-7 etc. and move them that way.
Are there any tricks to modifying vertices depending on what they're attached to, or which "number" they are?
Upvotes: 3
Views: 3960
Reputation: 4056
I don't believe you can do so directly but you could use the second UV
channel to store your IDs.
Here is a re-purposed Unity normal shading example using a "vertex ID" to determine when to apply the normal as a color.
Shader "Custom/ColorIdentity" {
Properties {
//_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 texCoord2 : TEXCOORD1;
};
struct v2f {
float4 pos : SV_POSITION;
float3 color : COLOR0;
};
v2f vert (appdata v)
{
v2f o;
//here is where I read the vertex id, in texCoord2[0]
//in this case I'm binning all values > 1 to id 1, else id 0
//that way they can by multiplied against to the vertex normal
//to turn color on and off.
int vID = (v.texCoord2[0]>1)?1:0;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.color = v.normal * vID; //Use normal as color for vertices w/ ids>1
return o;
}
half4 frag (v2f i) : COLOR
{
return half4 (i.color, 1);
}
ENDCG
}
}
Fallback "Diffuse"
}
Also, here is the dummy script I ginned up to assign completely arbitrary IDs. IDs are assigned based on a vertex's position on the y-axis. The bounds were chosen at random based on the mesh I had handy:
public class AssignIdentity : MonoBehaviour {
public GameObject LiveObject;
// Use this for initialization
void Start () {
Mesh mesh = LiveObject.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector2[] uv2s = new Vector2[vertices.Length];
int i = 0;
foreach(Vector3 v in vertices){
if(v.y>9.0f || v.y < 4.0){
uv2s[i++] = new Vector2(2,0);
} else {
uv2s[i++] = new Vector2(1,0);
}
}
mesh.uv2 = uv2s;
}
}
Upvotes: 2