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using Sandbox;
using Sandbox.UI;
internal class RadialFill : Panel
{
public float BorderWidth { get; set; } = 20;
public float EdgeGap { get; set; } = 2;
public int Points { get; set; } = 64;
@rob5300
rob5300 / pixelate_colour_dither.vfx
Created June 27, 2022 18:49
Retro Pixelation + Low Bit Colour + Dither Post Processing Effect for S&Box
HEADER
{
CompileTargets = ( IS_SM_50 && ( PC || VULKAN ) );
Description = "Retro Pixelation + Low Bit Colour + Dither Post Effect";
}
FEATURES
{
}
@pavel-fadrhonc
pavel-fadrhonc / MeshRendererSortingEditor.cs
Last active August 5, 2021 06:25 — forked from Zurigan/MeshRendererSortingEditor.cs
Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
using System;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Reflection;
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
/// Adapted from https://gist.github.com/sinbad/bd0c49bc462289fa1a018ffd70d806e3