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//visible[0] is an AnimBool, you can cache it somewhere in your custom editor.
using (new EditorUtils.FoldoutScope(visible[0], out var shouldDraw, "SongItem"))
{
if (shouldDraw)
{
//draw the rest of your GUI.
songItem = EditorGUILayout.ObjectField(songItem, typeof(SongItem), false) as SongItem;
}
}
@aras-p
aras-p / DebugNode.hlsl
Created January 3, 2020 10:37
"Print a value" custom function node code for Unity ShaderGraph
// Quick try at doing a "print value" node for Unity ShaderGraph.
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2.
//
// Use with CustomFunction node, with two inputs:
// - Vector1 Value, the value to display,
// - Vector2 UV, the UVs of area to display at.
// And one output:
// - Vector4 Color, the color.
// Function name is DoDebug.
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active July 14, 2025 03:23
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);