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@ffyhlkain
ffyhlkain / ReferenceFinder.cs
Last active February 19, 2025 05:48
A reference finder for assets in a #Unity3d project.
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace FoundationEditor.Editor.ReferenceFinder
{
@mattatz
mattatz / Quaternion.hlsl
Last active December 19, 2025 22:27
Quaternion structure for HLSL
#ifndef __QUATERNION_INCLUDED__
#define __QUATERNION_INCLUDED__
#define QUATERNION_IDENTITY float4(0, 0, 0, 1)
#ifndef PI
#define PI 3.14159265359f
#endif
// Quaternion multiplication
@mattatz
mattatz / Matrix.hlsl
Last active October 22, 2025 07:39
Matrix operations for HLSL
#ifndef __MATRIX_INCLUDED__
#define __MATRIX_INCLUDED__
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
float4x4 inverse(float4x4 m) {
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
@ditzel
ditzel / KdTree.cs
Last active September 15, 2025 15:31
k-d Tree
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component
{
protected KdNode _root;
protected KdNode _last;
@LotteMakesStuff
LotteMakesStuff / NativeMeshTest.cs
Created August 8, 2018 00:30
[NativeCollections] How to copy a regular .C# array into a NativeArray suuuuuper quick using memcpy. its about as fast as its ever gunna get!
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
public class NativeMeshTest : MonoBehaviour
{
private NativeArray<float3> vertexBuffer;
private Vector3[] vertexArray;
@d7samurai
d7samurai / .readme.md
Last active December 19, 2025 17:15
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Other gists in this series:

using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
public class NativeMesh : IDisposable
{
public NativeArray<float3> VertexBuffer;
public NativeArray<float3> NormalBuffer;
@aras-p
aras-p / CreateOneMeshFromWholeScene.cs
Last active May 16, 2025 07:44
Mesh.MeshData example
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using UnityEngine;
public class MeshBlit : MonoBehaviour
{
public RenderTexture rt;
public Mesh mesh;
public Material material;
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1);