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@Cyanilux
Cyanilux / Tex2DArrayCreator.cs
Last active October 17, 2023 12:00
EditorWindow for creating & editing Texture 2D Arrays. Note : All textures must have same width/height, mipmap count and format/compression type! (Place in an "Editor" folder inside assets, go to Window -> "Create Texture2DArray")
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.IO;
public class Tex2DArrayCreator : EditorWindow {
private string fileName;
private List<Texture2D> textures = new List<Texture2D>();
@Cyanilux
Cyanilux / UnlitDepthNormalsFeature.cs
Last active August 14, 2022 13:04
Renders Unlit Opaque objects into CameraNormalsTexture for SSAO Depth Normals mode
/*
Render Unlit Opaque objects into CameraNormalsTexture for SSAO Depth Normals mode.
If you need Alpha clipping or vertex displacement, you'll need to use Depth mode,
or edit the generated shader code to add in the DepthNormals pass instead.
This is meant as an alternative if you don't need those.
For depthNormalsMat, I'm using a blank PBR/Lit SG with passIndex set to 4 (corresponds to it's DepthNormals pass).
*/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
@Cyanilux
Cyanilux / SGTessellation.hlsl
Last active April 30, 2021 22:13
Allows you to inject tessellation into SG & URP, but hacky / can be difficult to work with. Unsure if the same method can work for HDRP. Also see : https://twitter.com/Cyanilux/status/1388158860574314498. Tested in v10. Could definitely break at some point, use at your own risk :)
// @Cyanilux
// Note : Also requires setting up "_TessellationUniform" Float in Blackboard
/*
Allows you to inject tessellation into SG & URP, but hacky / can be difficult to work with.
While this works, it's maybe not as useful as you might think. I believe any vertex displacement would need to be
taken out of the graph and moved into the domain function below (since tessellation still runs after vertex shader).
I thought about using the VertexDescriptionFunction from the generated code, but sadly that's generated after the injection point
so can't be called as it's undeclared at that point.
@Cyanilux
Cyanilux / DrawGrass.cs
Last active January 27, 2024 07:55
Experiments with DrawMeshInstanced and DrawMeshInstancedIndirect for drawing grass (over terrain)
// https://twitter.com/Cyanilux/status/1396848736022802435
// Requires a specific shader to read the _PerInstanceData buffer at SV_InstanceID
// I use a shader made in Shader Graph, See : https://gist.github.com/Cyanilux/4046e7bf3725b8f64761bf6cf54a16eb
// Also note, there's no frustum culling involved in this example. Typically a compute shader is used for this.
using UnityEngine;
public class DrawGrass : MonoBehaviour {
@Cyanilux
Cyanilux / GrassInstanced.hlsl
Last active January 27, 2024 12:15
Experiments with using DrawMeshInstancedIndirect with Shader Graph
// https://twitter.com/Cyanilux/status/1396848736022802435?s=20
#ifndef GRASS_INSTANCED_INCLUDED
#define GRASS_INSTANCED_INCLUDED
// ----------------------------------------------------------------------------------
// Graph should contain Boolean Keyword, "PROCEDURAL_INSTANCING_ON", Global, Multi-Compile.
// Must have two Custom Functions in vertex stage. One is used to attach this file (see Instancing_float below),
// and another to set #pragma instancing_options :
@Cyanilux
Cyanilux / FogOfWarHandler.cs
Created November 17, 2021 16:46
Fog of war example using Graphics.Blit. But probably not very optimised.
using UnityEngine;
public class FogOfWarHandler : MonoBehaviour {
public RenderTexture rt_units; // Render Texture asset, stores circles around units
public RenderTexture rt; // Render Texture asset, combines rt_units with rt from previous frame
public Material material_cloudBrush; // shader : max(_MainTex, brush), where brush is a circle drawn at _Pos with _Radius and _Edge (softness)
public Material material_combine; // shader : max(_MainTex, _OtherTex)
public FogOfWarUnit[] units; // MonoBehaviour with public float properties : radius and softness
@Cyanilux
Cyanilux / Renderer2DBlitTest.cs
Created November 28, 2021 13:03
Possible workaround for the 2D Renderers not allowing you to assign Renderer Features
// Possible workaround for the 2D Renderers not allowing you to assign Renderer Features yet.
// Enqueues a ScriptableRenderPass without relying on a Renderer Feature
// Used with https://github.com/Cyanilux/URP_BlitRenderFeature/blob/master/Blit.cs
public class Renderer2DBlitTest : MonoBehaviour {
public Blit.BlitSettings settings;
private Blit.BlitPass blitPass;
private void OnEnable(){
blitPass = new Blit.BlitPass(settings.Event, settings, "BlitTest");
@Cyanilux
Cyanilux / RenderToDepthTexture.cs
Last active August 7, 2024 06:08
URP Render Feature that manually renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask. Tested in URP v10, Unity 2020.3
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/*
- Renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask
- If the depth texture is generated via a Depth Prepass, URP uses the Opaque Layer Mask at the top of the Forward/Universal Renderer asset
to determine which objects should be rendered to the depth texture. This feature can be used to render objects on *other layers* into the depth texture as well.
@Cyanilux
Cyanilux / customCommands.md
Last active November 24, 2022 11:52
Some custom commands for the YAGPDB discord bot.

Wrote these YAGPDB discord bot custom commands for Harry Alisavakis' discord (Technically Speaking), but maybe others will find it useful so sharing them here ~ Enjoy!

In the server we have a channel where users can suggest themes for upcoming tech art challenges, and others can react (first emoji only) to vote for it. These commands assist with keeping track of these themes and votes.

Users use a -suggestTheme <theme> command. Then when reactions are made (or if -updateThemes is used) a message, posted by the bot previously during setup, is updated with an embed listing the themes, sorted by no. of votes. That message is pinned for easy access.

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;