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@mj-ehsan
mj-ehsan / qUINT_motionvectors.fx
Last active November 9, 2025 15:44 — forked from martymcmodding/qUINT_motionvectors.fx
Added compatibility with ReShade.fxh
/*=============================================================================
This work is licensed under the
Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) License
https://creativecommons.org/licenses/by-nc/4.0/
Original developer: Jak0bPCoder
Optimization by : Marty McFly
Compatibility by : MJ_Ehsan
=============================================================================*/
/*=============================================================================
ReShade 5 effect file
github.com/martymcmodding
Author: Pascal Gilcher / Marty McFly
ReShade Motion Estimation Shader for dense 2D UV-space motion vectors
Based on ReShade Motion Estimation by Jakob Wapenhensch
(https://github.com/JakobPCoder/ReshadeMotionEstimation)
@pazzaar
pazzaar / gist:17ab22412c7045fba2e002405d6d6cdd
Created September 4, 2021 09:19
Unity mesh info including LOD levels
using UnityEngine;
using System.Collections;
using UnityEditor;
public class MeshInfo : EditorWindow
{
bool showLOD1info = false;
bool showLOD2info = false;
bool showLOD3info = false;
bool showLOD4info = false;
@totallyRonja
totallyRonja / MaterialGradientDrawer.cs
Last active March 31, 2025 13:38
A Material Property Drawer for the [Gradient] attribute which lets you edit gradients and adds them to the shader as textures. More information here: https://twitter.com/totallyRonja/status/1368704187580682240
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class MaterialGradientDrawer : MaterialPropertyDrawer {
private int resolution;
@andrew-raphael-lukasik
andrew-raphael-lukasik / .TextureColorFillCalculator.cs.md
Last active September 28, 2023 18:52
Texture Color Fill Calculator

test1 test2 test3 test4

@unitycoder
unitycoder / gist:199ff1dfd521bd9e9ae1e70e44e6bc5d
Last active September 25, 2021 08:14
[Fixefox GreaseMonkey Plugin Script] Fix Old Asset Store Links
// ==UserScript==
// @name Fix Old Asset Store Links
// @version 1
// @include https://www.assetstore.unity3d.com/*
// @grant none
// ==/UserScript==
// get current url
var URL = window.location.href;
@yasirkula
yasirkula / ShaderStripper.cs
Last active October 28, 2025 09:05
Stripping commonly unused shader variants in Unity's built-in render pipeline
//#define SHADER_COMPILATION_LOGGING
//#define SKIP_SHADER_COMPILATION
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
public class ShaderStripper : IPreprocessShaders
@japhib
japhib / CoroutineUtils.cs
Last active June 20, 2025 07:35
How to call a Unity coroutine within a try/catch block
using UnityEngine;
using System.Collections;
// Adapted from https://jacksondunstan.com/articles/3718
public static class CoroutineUtils
{
// Calls a coroutine but if there's an error in that coroutine, it'll log the error & return
// instead of just killing the caller.
//
// Call it like this:
@unitycoder
unitycoder / DriftingWaves.shader
Last active June 4, 2025 11:52
Drifting Waves Shader
// idea from https://twitter.com/akivaw/status/1226681850564956160
// blog post https://unitycoder.com/blog/2020/03/01/waves-shader/
Shader "UnityLibrary/Mesh/DriftingWaves"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_FoamTex ("Foam", 2D) = "white" {}
@AlvarBer
AlvarBer / Toon Lit.shader
Last active June 1, 2025 18:30
Toon lit & unlit "uber" shader
// TODO: Do fresnel the ronja way
Shader "HCF/3D/Toon Lit" {
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Tint("Tint", Color) = (1, 1, 1, 1)
[Header(Lighting)]
[Toggle]
_UseRampText("Use Ramp Texture", Float) = 0
[NoScaleOffset]
_RampTex("Ramp Texture (Greyscale)", 2D) = "white" {}