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@josephbk117
josephbk117 / ReflectionProbeAccess.shader
Created November 18, 2018 18:51
Reflection Probe In Custom Unity Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/ReflectionProbeAccess"
{
Properties
{
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0
}
@JohannesMP
JohannesMP / LICENSE
Last active September 29, 2024 15:28
[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.
*
@dvddarias
dvddarias / SingletonScriptableObject.cs
Last active September 15, 2024 13:13
Better Unity Singleton Class
/************************************************************
* Better Singleton by David Darias
* Use as you like - credit where due would be appreciated :D
* Licence: WTFPL V2, Dec 2014
* Tested on Unity v5.6.0 (should work on earlier versions)
* 03/02/2017 - v1.1
* **********************************************************/
using System;
using UnityEngine;
@AndreySkyFoxSidorov
AndreySkyFoxSidorov / FindGUIDinObject
Created November 2, 2016 10:56
Search object in Prefabs, Material, Scene, by GUID
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System;
using System.IO;
public class findGuid : MonoBehaviour {
@mandarinx
mandarinx / NormalsVisualizer.cs
Last active October 19, 2024 22:51
Visualize mesh normals in Unity3D
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MeshFilter))]
public class NormalsVisualizer : Editor {
private const string EDITOR_PREF_KEY = "_normals_length";
private Mesh mesh;
private MeshFilter mf;
private Vector3[] verts;
@edwardrowe
edwardrowe / Comment.cs
Last active July 17, 2023 00:11
Unity - Draw Icon on GameObject in Hierarchy
/*The MIT License (MIT)
Copyright (c) 2016 Edward Rowe (@edwardlrowe)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
@uupaa
uupaa / image.resize.in.github.flavored.markdown.md
Last active November 17, 2024 15:49
image resize in github flavored markdown.

Image source

https://gyazo.com/eb5c5741b6a9a16c692170a41a49c858.png

Try resize it!

  • ![](https://gyazo.com/eb5c5741b6a9a16c692170a41a49c858.png | width=100)
@elringus
elringus / BlendModes.c
Last active March 11, 2024 11:32
Popular blend mode algorithms implemented in Nvidia's Cg. https://elringus.me/blend-modes-in-unity/
fixed3 Darken (fixed3 a, fixed3 b)
{
return min(a, b);
}
fixed3 Multiply (fixed3 a, fixed3 b)
{
return a * b;
}
$OutputEncoding = New-Object -typename System.Text.UTF8Encoding
[Console]::OutputEncoding = New-Object -typename System.Text.UTF8Encoding
@bzgeb
bzgeb / TriggerContainerEditor.cs
Created September 28, 2012 14:52
Example Drag & Drop area in a custom inspector for the Unity editor
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor (typeof(TriggerContainer))]
public class TriggerContainerEditor : Editor
{
private SerializedObject obj;