- 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. |