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@TarasOsiris
TarasOsiris / FlowMap.shader
Last active January 17, 2025 07:47
Flow Map Shader for Unity3D. Used with Sprites.
Shader "Custom/Flow Map"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
// Flow
_FlowMap ("Flow Map", 2D) = "white" {}
_FlowSpeed ("Flow Speed", float) = 0.05
@rtlsilva
rtlsilva / TimeKeeper.cs
Created May 3, 2016 04:51
Unity3D scripts that keep track of multiple independent time layers, each with its own time scale and all updated from a single timer. This allows, for example, to simultaneously have multiple entities operating at a sped up/slowed down rate and being frozen in time by simply changing their TimeLayer in the Inspector.
using System.Collections;
using System.Diagnostics;
using UnityEngine;
public enum TimeLayer {
//Unity's time
GameTime,
//Custom time layer for UI
MenuTime,
//Unity's unscaled time
@runewake2
runewake2 / DeformableMesh.cs
Created December 21, 2016 04:42
Physically simulated mesh deformation. This file handles the mesh updates.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[RequireComponent(typeof(GeneratePlaneMesh))]
public class DeformableMesh : MonoBehaviour {
public float maximumDepression;
public List<Vector3> originalVertices;
@Valeour
Valeour / GradientHDRAttribute.cs
Last active March 29, 2024 08:14
Unity C# Attribute to enable HDR Gradient fields in the Inspector.
/**
* GradientHDRAttribute created by Chance Millar at Two Tails Games on 2018/05/08
* Use freely. That's a license, right?
*
* Attach attribute like so:
*
* [GradientHDR]
* public Gradient _HDRGradient;
*
* Make sure this is placed in a non-Editor folder inside Assets.
@keijiro
keijiro / VfxPyro.md
Last active February 4, 2020 00:26

VfxPyro

gif

VfxPyro is an interactive particle effect example with Unity Visual Effect Graph, which launches fireworks with user interaction.

KinoEight

gif gif

KinoEight is a custom post-processing effect that gives an 8 bit-ish style to renders.

System requirements

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active April 24, 2025 05:27
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

ScriptableObject Creator for Unity

A handy little ScriptableObject creator which eliminates the need for those annoying [CreateAssetMenu] attributes which are a nightmare to maintain and navigate.

Made with Odin Inspector

ScriptablObject Creator

The ScriptableObject creator has been originally made by Bjarke. Published on Odin Community Made Tools.

Improvements by VladV:

@totallyRonja
totallyRonja / MaterialGradientDrawer.cs
Last active March 31, 2025 13:38
A Material Property Drawer for the [Gradient] attribute which lets you edit gradients and adds them to the shader as textures. More information here: https://twitter.com/totallyRonja/status/1368704187580682240
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class MaterialGradientDrawer : MaterialPropertyDrawer {
private int resolution;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GlitchRenderFeature : ScriptableRendererFeature {
class CustomRenderPass : ScriptableRenderPass {
private Settings settings;
private FilteringSettings filteringSettings;