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NeatWolf / Fallout76Prefs.ini
Created June 26, 2024 05:15 — forked from anein/Fallout76Prefs.ini
Fallout 76 preferences
[Display]
iMaxAnisotropy=8
fShadowDistance=60000.0000
fDirShadowDistance=60000.0000
iShadowMapResolution=2048
uiShadowFilter=2
uiOrthoShadowFilter=2
fBlendSplitDirShadow=48.0000
iMaxFocusShadows=4
iMaxDecalsPerFrame=100
@NeatWolf
NeatWolf / opt_fsr.fxh
Created January 9, 2022 13:53 — forked from atyuwen/opt_fsr.fxh
An optimized AMD FSR implementation for Mobiles
//==============================================================================================================================
// An optimized AMD FSR's EASU implementation for Mobiles
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h
// Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/
// Distributed under the MIT License. Copyright (c) 2021 atyuwen.
// -- FsrEasuSampleH should be implemented by calling shader, like following:
// AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; }
//==============================================================================================================================
void FsrEasuL(
out AH3 pix,
@NeatWolf
NeatWolf / SingletonScriptableObject.cs
Created September 12, 2020 12:33
Abstract class for making reload-proof singletons out of Uniy3D ScriptableObjects
using System.Linq;
using UnityEngine;
/// <summary>
/// Abstract class for making reload-proof singletons out of ScriptableObjects
/// Returns the asset created on editor, null if there is none
/// Based on https://www.youtube.com/watch?v=VBA1QCoEAX4
/// </summary>
/// <typeparam name="T">Type of the singleton</typeparam>
@NeatWolf
NeatWolf / EasingFunctions.cs
Created June 24, 2020 08:19 — forked from cjddmut/EasingFunctions.cs
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
@NeatWolf
NeatWolf / FindByGuid.cs
Created April 27, 2020 21:42 — forked from partlyhuman/FindByGuid.cs
Unity Find by GUID
using UnityEditor;
using UnityEngine;
namespace com.hololabs.editor
{
public class FindByGuid : EditorWindow
{
[MenuItem("Utility/Find Asset by Guid %&g")]
public static void DoFindByGuidMenu()
{
@NeatWolf
NeatWolf / Unity Assembly Definition Debugger.cs
Created April 27, 2020 20:42 — forked from noisecrime/Unity-AssemblyDefinitionDebugger.cs
Find out what assemblies are being built and how long each takes.
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;
namespace NoiseCrimeStudios.Editor.Settings
{
@NeatWolf
NeatWolf / AssignSceneName
Created April 27, 2020 10:18 — forked from noisecrime/AssignSceneName
Unity - Adding commands to component context/cog menu.
// NoiseCrime Gist
// 2014.06.21
// Unity Version: 3.5.7+
// This script demonstrates how you can use MenuItem to append commands to a script component context menu.
// The new commands will be available by right-clicking on a component header or clicking the little cog icon.
// Docs: http://docs.unity3d.com/ScriptReference/MenuItem.html
// Note: You must use the current class name/type in both the MenuItem and where the context is used in the code.
@NeatWolf
NeatWolf / IsDirtyUtility.cs
Created April 21, 2020 17:13 — forked from joshcamas/IsDirtyUtility.cs
Simple Utility script for Unity3D that allows access for "IsDirty" method for gameobjects.
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System;
//Special thanks to Shamanim for solution
//https://forum.unity.com/threads/sorta-solved-check-if-gameobject-is-dirty.504894/#post-3967810
public class IsDirtyUtility
{
//Cached Value
@NeatWolf
NeatWolf / CameraShake.cs
Created January 31, 2020 12:01 — forked from ftvs/CameraShake.cs
Simple camera shake effect for Unity3d, written in C#. Attach to your camera GameObject. To shake the camera, set shakeDuration to the number of seconds it should shake for. It will start shaking if it is enabled.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
// Transform of the camera to shake. Grabs the gameObject's transform
// if null.
public Transform camTransform;
// How long the object should shake for.
@NeatWolf
NeatWolf / .a-unity-git-config.md
Created November 8, 2019 22:23 — forked from bitinn/.a-unity-git-config.md
My Unity git config