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@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active March 5, 2025 00:57
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
@crypticsea
crypticsea / opus.c
Created February 23, 2021 06:30
opus build
// cl /I celt /I silk /I silk/float /I include /c opus.c
// lib opus.obj
#define OPUS_CPU_X64
#define USE_ALLOCA
#define OPUS_BUILD
#include "celt/bands.c"
#include "celt/celt.c"
#include "celt/celt_encoder.c"
# Hash, displace, and compress: http://cmph.sourceforge.net/papers/esa09.pdf
# This is expected linear time for any seeded hash function that acts like a random hash function (universality isn't enough).
# (Actually, the code as written is O(n log n) when targeting 100% load. It's O(n) when targeting any smaller load factor.)
# You can make keys_per_bucket higher than the default of 4 but construction time will start to increase dramatically.
# The paper this is based on compresses the seeds (so the fact that the algorithm tries seeds in increasing order is important)
# which brings the representation size close to the information-theoretical minimum. I don't do any of that here, but it could
# be done as a postprocess.
def make_perfect_hash(keys, load_factor=1.0, keys_per_bucket=4, rhash=murmurhash, max_seed=1000000):
m = int(len(keys) / load_factor)
r = int(len(keys) / keys_per_bucket)
@Fewes
Fewes / Tricubic.cginc
Last active May 7, 2024 07:16
Tricubic texture sampling using 8 trilinear samples
#ifndef TRICUBIC_INCLUDED
#define TRICUBIC_INCLUDED
float4 Cubic(float v)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
@brihernandez
brihernandez / PID.cs
Last active October 27, 2022 05:01
I've been using this PID controller code for years.
using UnityEngine;
// From http://forum.unity3d.com/threads/68390-PID-controller
// Thank you andeeeee
public class PID
{
public float pFactor, iFactor, dFactor;
float integral;
float lastError;
@ompuco
ompuco / PSXDither.hlsl
Last active May 19, 2025 13:17
Color dither & truncation based on Sony's PlayStation (1) hardware features & limitations.
#ifdef PSXDTH
#else
#define PSXDTH
//PS1 Hardware Dithering & Color Precision Truncation Function
//by ompu co | Sam Blye (c) 2020
//PS1 dither table from PSYDEV SDK documentation
using System;
using UnityEngine;
using UnityEngine.UI;
public class PushKeyGenerator : MonoBehaviour
{
public Text showUniqueKey;
/**
* Fancy ID generator that creates 20-character string identifiers with the following properties:
#if _WIN32
struct Timer {
LARGE_INTEGER win32_freq;
LARGE_INTEGER win32_start;
Timer() {
QueryPerformanceFrequency(&win32_freq);
win32_start.QuadPart = 0;
}
// For the new DOTS animation. Although you need to use DrawMeshInstanced yourself, Hybrid renderer does not support instanced
// props for builtin.
Shader "Custom/VertexSkinning"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active April 29, 2025 08:22
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand