Since there was some incorrect info in a recent locked topic: GL.LINES and GL functionality with URP
(Edit: Custom meshes with Lines topology seems to be the alternative and probably faster approach)
I just have to note that GL Lines does work in URP (at least in forward) via an OnRenderObject() call.
But… you need to use a material with a basic vertex color shader. It is not clear exactly what to use (missing documentation?!) but this shader worked for me:
Shader "Unlit/GLLineShader"
{
Properties
{
_BaseColor("Base Color", Color) = (1, 1, 1, 1)//can have a base color if required
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZTest Off
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
float4 _BaseColor;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _BaseColor; // Combine vertex color with base color
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return i.color;
}
ENDHLSL
}
}
}
Note that Gl.wireframe followed by triangle draw does appear a little buggy. Some meshes are mostly drawn as wireframe but then some triangles appear non wireframe!