I have a LineRenderer, which has 1 dot as texture, which is repeated over the whole line. Now I want to know, if there is some way to give this dots a margin, so that I can make the gap between them bigger.

enter image description here

For the moment there is no gap, I could make a new Texture and add the margin there, but I hope for some more dynamic way to do this.

Edit: Inspector View : enter image description here

  • \$\begingroup\$ could you paste a screenshot of your inspector for this line renderer? I just get one stretched texture on a line. How do you do it? \$\endgroup\$ – Nika Kasradze Mar 29 '16 at 11:34
  • \$\begingroup\$ Done, but I guess that won't help much, but here is a thread which should contain all you need : gamedev.stackexchange.com/questions/118814/… \$\endgroup\$ – TobiasW Mar 29 '16 at 11:57

If all you need are dots, I wouldn't even use a texture for this. We can shape a repeated circular zone to our liking within the shader:

LineRenderer with custom dotted line shader

By playing with the Repeat Count and Spacing material parameters, you can change the number & spacing of the dots. Offset will shift the dot pattern along the line.

Here's the shader I wrote for this:

Shader "Unlit/DottedLineShader"
        _RepeatCount("Repeat Count", float) = 5
        _Spacing("Spacing", float) = 0.5
        _Offset("Offset", float) = 0
        Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
        LOD 100

        Blend SrcAlpha OneMinusSrcAlpha
        ZWrite Off

            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            float _RepeatCount;
            float _Spacing;
            float _Offset;

            struct appdata
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR0;

            struct v2f
                float2 uv : TEXCOORD0;              
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR0;

            v2f vert (appdata v)
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.uv;
                o.uv.x = (o.uv.x + _Offset) * _RepeatCount * (1.0f + _Spacing);
                o.color = v.color;

                return o;

            fixed4 frag (v2f i) : SV_Target
                i.uv.x = fmod(i.uv.x, 1.0f + _Spacing);
                float r = length(i.uv - float2(1.0f + _Spacing, 1.0f) * 0.5f) * 2.0f;

                fixed4 color = i.color;
                color.a *= saturate((0.99f - r) * 100.0f);

                return color;

One little issue: in my test scene this gets rendered behind the skybox. I'm used to "Queue"="Transparent" fixing that, so I may have something else a little off in here, but I don't have time to debug right now. If it poses a problem for you, you can make the dots alpha tested instead of blended as a quick & dirty fix.

  • \$\begingroup\$ Okay this works pretty good, but is there a possibility to set the scale? Because depending on the length of the line, the dots are getting oval, I could fix this issue for the texture with this: line.material.SetTextureScale(....). But this is not working anymore. \$\endgroup\$ – TobiasW Mar 29 '16 at 12:41
  • \$\begingroup\$ Instead you'd use line.material.SetFloat("_RepeatCount", foo); where foo is a float describing your desired number of dots. You can also cache the property ID from Shader.PropertyToID and use the integer version of Material.SetFloat if you're using it a lot. \$\endgroup\$ – DMGregory Mar 29 '16 at 12:50
  • \$\begingroup\$ Okay, so I can still not increase the gap between the dots right? I mean I can lower the amount of the dots but then I will get ovals. And is there an easy way to make the offset work here? Sorry I'm completely new to shaders :/ \$\endgroup\$ – TobiasW Mar 29 '16 at 12:56
  • \$\begingroup\$ Yeah obviously, but I would like to keep the dot size and increase the gap at the same time, would that be possible? And the offset part was nice to "animate" the dots, since I was able to constantly increase the offset so the dots were flowing along the line. \$\endgroup\$ – TobiasW Mar 29 '16 at 13:24
  • \$\begingroup\$ @Thunder updated with requested parameters \$\endgroup\$ – DMGregory Mar 29 '16 at 13:31

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