- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
| UNITY_APP_PATH=/Applications/Unity3.4/Unity.app/Contents/MacOS/Unity | |
| UNITY_PROJECT_PATH=$WORKSPACE/Unity | |
| UNITY_EDITOR_LOG_PATH=~/Library/Logs/Unity/Editor.log | |
| XCODE_PROJECT_PATH=$WORKSPACE/Unity-iPhone | |
| KEYCHAIN_LOCATION=~/Library/Keychains/login.keychain | |
| XCODE_PROJECT_CONFIG_PATH=$XCODE_PROJECT_PATH/Unity-iPhone.xcodeproj | |
| ### EDIT AREA START | |
| UNITY_BATCH_EXECUTE_METHOD=XXXXX |
| using System; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using System.Linq; | |
| namespace GeneralTests | |
| { | |
| internal class Program | |
| { | |
| public class RangeGroup |
| // https://frarees.github.io/default-gist-license | |
| using System; | |
| using UnityEngine; | |
| [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)] | |
| public class MinMaxSliderAttribute : PropertyAttribute | |
| { | |
| public float Min { get; set; } | |
| public float Max { get; set; } |
| #if UNITY_EDITOR_WIN | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Text.RegularExpressions; | |
| using UnityEngine; | |
| public class UnifyLineEndings |
| // When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
| // However, if you want to author shaders in shading language you can use this teamplate as a base. | |
| // Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
| // This shader works with URP 7.1.x and above | |
| Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
| { | |
| Properties | |
| { | |
| // Specular vs Metallic workflow | |
| [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
| Shader "Custom/CurveDissolve" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Noise("Noise", 2D) = "white" {} | |
| _CurveTexture("Curve texture", 2D) = "white" {} | |
| _Cutoff("Cutoff", Range(0,1)) = 0 | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 |
| using UnityEditor; | |
| using UnityEditor.EditorTools; | |
| using UnityEngine; | |
| [EditorTool("LookAt Tool")] | |
| public class LookatTool : EditorTool | |
| { | |
| GUIContent cachedIcon; | |
| // NOTE: as were caching this, unity will serialize it between compiles! so if we want to test out new looks, |
| // --- instance.id ------------------------------------------------------------ | |
| // Thanks to TheZombieKiller and Peter77 for creating this | |
| // https://forum.unity.com/threads/editor-skinning-thread.711059/#post-4785434 | |
| // Tested on Unity 2019.3.0b1 - 95% Dark mode Conversion | |
| // Example Screenshot - https://i.imgur.com/9q5VPQk.png | |
| // (Note - Once I ran this, I had to hit play and then it took effect) | |
| // ---------------------------------------------------------------------------- | |
| using System; | |
| using System.Text.RegularExpressions; |
| // 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. |