I’m trying to write a shader to get the wireframe without diagonal of model .
I use lineadj as the value for input and hope to get four point to check it is a diagonal or not.
However the point p[3](the fourth point) is always zero and when i draw it in my screen ,it stays at the center of my screen.
Is the point data is right or I get some wrong code in my shader
` [maxvertexcount(12)]
void geom(lineadj v2g p[4], inout LineStream lineStream)
{
// float4x4 vp = UnityObjectToClipPos(unity_WorldToObject);
float4 pos0 = mul(unity_ObjectToWorld, p[0].pos);
float4 pos1 = mul(unity_ObjectToWorld, p[1].pos);
float4 pos2 = mul(unity_ObjectToWorld ,p[2].pos);
float4 pos3 = mul(unity_ObjectToWorld ,p[3].pos);
g2f pIn0;
pIn0.pos =mul(UNITY_MATRIX_VP, pos0);
pIn0.col = float4(0,0,0,1);
g2f pIn1;
pIn1.pos = mul(UNITY_MATRIX_VP, pos1);
pIn1.col = float4(1,0,0,1);
g2f pIn2;
pIn2.pos = mul(UNITY_MATRIX_VP, pos2)};
pIn2.col = float4(0,1,0,1);
g2f pIn3;
pIn3.pos = mul(UNITY_MATRIX_VP, pos3);
pIn3.col = float4(0,0,1,1);
lineStream.Append(pIn0);
lineStream.Append(pIn2);
lineStream.RestartStrip();
lineStream.Append(pIn1);
lineStream.Append(pIn2);
lineStream.RestartStrip();
lineStream.Append(pIn0);
lineStream.Append(pIn3);
lineStream.RestartStrip();
}`