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@ompuco
Created March 8, 2026 03:40
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A shader for better pixel-perfect line mesh rasterization in Unity, since the default behavior on most graphics platforms make for some real garbage lines, especially if you wanted to use it for a project with low-resolution graphics.
Shader "ompuco/LineRaster"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//conservative rasterization to avoid making gaps when clipping
Conservative True
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2g
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct g2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
//store both coordinates of the current line pair here
nointerpolation float4 coords : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2g vert (appdata v)
{
v2g o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
[maxvertexcount(2)]
void geom(line v2g IN[2], inout LineStream<g2f> lineStream)
{
g2f o;
o.coords = 0;
float4 coords0 = ComputeScreenPos(UnityObjectToClipPos(IN[0].vertex));
float4 coords1 = ComputeScreenPos(UnityObjectToClipPos(IN[1].vertex));
o.coords = float4(
coords0.xy/coords0.w,
coords1.xy/coords1.w
) * _ScreenParams.xyxy;
for(int i = 0; i < 2; i++)
{
o.vertex = UnityObjectToClipPos(IN[i].vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.uv = TRANSFORM_TEX(IN[i].uv, _MainTex);
lineStream.Append(o);
}
lineStream.RestartStrip();
}
//line rasterization
float diag(float2 p0, float2 p1)
{
float2 d = abs(p1 - p0);
return max(d.x, d.y);
}
// Created by PureAsbestos, 2023
// Free for any use. Credit appreciated but not required.
float lineRaster(float2 p, float2 p0, float2 p1)
{
float stp = diag(p,p0);
float n = diag(p0,p1);
float t = (n==0.0)? 0.0 : stp/n;
float2 pt = lerp(p0, p1, t);
float2 d = abs(p - round(pt));
return (d.x < 0.5
&& d.y < 0.5
&& stp <= n)
? 1.0 : 0.0 ;
}
fixed4 frag (g2f i) : SV_Target
{
//Bresenham line test for pixels between the coordinates of the current line pair
float lineTest = lineRaster( floor(i.vertex.xy), floor(i.coords.xy), floor(i.coords.zw) );
//discard pixels that aren't inside the desired line
clip(lineTest-.5);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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