microsoft / microsoft/MixedReality-GraphicsTools-Unity
Clipping cross section shader
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- Dominant language
- C#
- Stars
- 209
- Forks
- 49
- PR merge metrics
- No merged PRs in 30d
Description
Forked from: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/11058
Describe the problem
As shown in the figure, we can see through the cross section, usually it's good but if the model represents a solid part, it looks then not very 'nature'.

It would be perfect if we have an option to render the cross section with the material from the clipped part. Like the figure here (which is from CAD software)

Describe the solution you'd like
Add an option in ClippingPlane (and Box, Sphere) script to choose whether to treat the clipped game object as solid. if true then render the cross section with its body material.
Describe alternatives you've considered
Add a new shader for clipping with this feature.
Maybe there is already a solution that I did not find, if so please let me know about it.
Thank you in advance.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the ClippingPlane, Box, and Sphere scripts and the clipping shader behavior described in the issue. Determine how an option could treat a clipped game object as solid and use its body material for the cross section; done means the option renders the section with that material when enabled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100