A simple Shader Graph implementation of a wireframe effect.
Based on this tutorial by Catlike Coding: https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/
It involves two steps:
- Making sure the mesh doesn't share vertices and that each vertex has a color assigned(RGB).
- Executing the shader to see how far we are from the edges of the triangle to either paint a pixel or leave it transparent.
If your mesh has the color in the vertices and the vertices are not shared, then use the shader as is. Otherwise, attach this script to the object with the MeshFiltercomponent.
Shader Graph doesn't provide support for Geometry Shaders, we could use a code node as GameDevBill explains here but for simplicity, we didn't.
Note: the shader graph is by no means optimized, it is just intended to show an approach of having a wireframe effect in a game. But you can use it as a starting point and tweak it from there.