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@sinbad
sinbad / LightFlickerEffect.cs
Last active October 24, 2025 12:07
Unity simple & fast light flicker script
using UnityEngine;
using System.Collections.Generic;
// Written by Steve Streeting 2017
// License: CC0 Public Domain http://creativecommons.org/publicdomain/zero/1.0/
/// <summary>
/// Component which will flicker a linked light while active by changing its
/// intensity between the min and max values given. The flickering can be
/// sharp or smoothed depending on the value of the smoothing parameter.
@smkplus
smkplus / White Noise Unity
Last active October 13, 2024 13:15
Unity ,Shader,white noise
Shader "Noise/WhiteNoise"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color) = (1,1,1,1)
}
SubShader
{
@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)
@unitycoder
unitycoder / DrawBounds.cs
Last active February 12, 2025 04:14
Draw Bounds with Debug.DrawLine , Draw Box, Draw Runtime Gizmos
void DrawBounds(Bounds b, float delay=0)
{
// bottom
var p1 = new Vector3(b.min.x, b.min.y, b.min.z);
var p2 = new Vector3(b.max.x, b.min.y, b.min.z);
var p3 = new Vector3(b.max.x, b.min.y, b.max.z);
var p4 = new Vector3(b.min.x, b.min.y, b.max.z);
Debug.DrawLine(p1, p2, Color.blue, delay);
Debug.DrawLine(p2, p3, Color.red, delay);
@JohannesMP
JohannesMP / LICENSE
Last active October 5, 2025 19:01
[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.
/*******************************************************************************
* Don't Be a Jerk: The Open Source Software License.
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk
*******************************************************************************
* _I_ am the software author - JohannesMP on Github.
* _You_ are the user of this software. You might be a _we_, and that's OK!
*
* This is free, open source software. I will never charge you to use,
* license, or obtain this software. Doing so would make me a jerk.
*
@cjaube
cjaube / RenderingPipelineDefines.cs
Created May 29, 2020 02:38
Generate Unity #define directives for selected rendering pipelines.
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
[InitializeOnLoad]
public class RenderingPipelineDefines
{
enum PipelineType
@apkd
apkd / 1-medicine-before.cs
Last active April 4, 2024 09:36
Medicine IL post-processing comparison
using UnityEngine;
using Medicine;
class Player : MonoBehaviour
{
[Inject.Single]
LevelManager levelManager { get; }
[Inject.Single]
Camera mainCamera { get; }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public static class HighlightObjectUtil
{
[MenuItem("CONTEXT/Object/Ping!")]
static void Ping(MenuCommand command)
{
/*
A simple little editor extension to copy and paste all components
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html
license: WTFPL (http://www.wtfpl.net/)
author: aeroson
advise: ChessMax
editor: frekons
*/
#if UNITY_EDITOR
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2025 03:53
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100