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@Fewes
Fewes / PixelDot.shader
Last active May 12, 2021 04:38
Renders a screen-aligned, distance-independent, resolution-independent, pixel-perfect quad in Unity. Use it with the built-in quad mesh. You don't have to rotate or scale the mesh renderer, the shader will take care of it.
Shader "FX/PixelDot"
{
Properties
{
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Size ("Pixel Size", Range(1, 64)) = 1
}
SubShader
{
@brihernandez
brihernandez / LayerIDs.cs
Last active November 10, 2023 00:54
Simple wrapper classes for handling layer related operations in Unity.
using UnityEngine;
/// <summary>
/// Convenience class for handling layer related operations and lookups in Unity.
/// </summary>
public readonly struct UnityLayer
{
/// <summary>
/// Name of the layer as defined in the Tags and Layers window in Unity.
/// </summary>
@Egor-Skriptunoff
Egor-Skriptunoff / LGS_script_template.lua
Last active December 17, 2023 11:31
Template script file for Logitech Gaming Software
---------------------------------------------------------------------------------------------
-- LGS_script_template.lua
---------------------------------------------------------------------------------------------
-- Version: 2019-04-19
-- Author: Egor Skriptunoff
--
--
-- This is a template for "Logitech Gaming Software" script file.
-- Four useful features are implemented here:
--
@ShinobiWPS
ShinobiWPS / ShinobiWPS-Unity_WebGL_tips.txt
Last active August 29, 2022 16:14
ShinobiWPS - Tips to optimize a WebGL build of a Unity game
http://docs.unity3d.com/Manual/webgl-building.html
http://docs.unity3d.com/Manual/ReducingFilesize.html
https://www.youtube.com/watch?v=gVUgF2ZHveo - AssetBundles
Webgl game size Info:
When we compile a Webgl project,it generates 3 folders along with html file.
Compressed
Release
TemplateData
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@josefnpat
josefnpat / readme.md
Last active October 27, 2019 10:50
Notes on porting LÖVE games from 0.10.2 to 11.0.0

Here are some notes that I am keeping while porting RCS from 0.10.2 to 11.0.0.

love.audio.newSource

It seems that when making a new audio source, it either makes new SoundData from two strings (source,type) instead of defaulting to to the "stream" type. The simplist solution is the following:

While this monkey patch may not work in every case, I suspect it would work in most.

love.audio._newSource = love.audio.newSource
@pixeldesu
pixeldesu / moduleraid.js
Created January 2, 2018 23:38
webcrack successor to mess with webpack modules in a different structured webpackJsonp build
// moduleRaid
// made by @pixeldesu
// based on the idea and initial implemention of this concept from
// no-boot-device, called webcrack
// this self-executing function creates a window.mR object with following properties
// mR.modules contains all modules we were able to get from Webpack
// mR.get(id) allows you to get a module by the specified ID
// mR.findModule(query) allows you to find module(s) by searching for an exact export key
// Shader created with Shader Forge v1.38
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:1,fgcb:1,fgca:1,fgde:0.01,fgrn:5,fgrf:15,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4904,x:33076,y:32617,varname:node_4904,prsc:2|diff-5996-OUT,clip-8651-A;n:type:ShaderForge.SFN_Color,id:848,x:32
@josefnpat
josefnpat / LICENSE
Last active October 27, 2017 21:08
RGB <=> HS[L|V]
Copyright 2011 Emmanuel Oga.
Licensed under a Creative Commons Attribution 3.0
Unported License (http://creativecommons.org/licenses/by/3.0/).
You are free:
to Share — to copy, distribute and transmit the work
to Remix — to adapt the work
@matthewzring
matthewzring / markdown-text-101.md
Last active November 18, 2024 08:27
A guide to Markdown on Discord.

Markdown Text 101

Want to inject some flavor into your everyday text chat? You're in luck! Discord uses Markdown, a simple plain text formatting system that'll help you make your sentences stand out. Here's how to do it! Just add a few characters before & after your desired text to change your text! I'll show you some examples...

What this guide covers: