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Shader "Pristine Triplanar Grid"
{
Properties
{
[KeywordEnum(World,Object,ObjectAlignedWorld)] _GridSpace ("Grid Space", Float) = 0.0
_GridScale ("Grid Scale", Float) = 1.0
[Toggle(USE_VERTEX_NORMALS)] _UseVertexNormals ("Use Vertex Normals", Float) = 0.0
[Toggle] _ShowOnlyTwo ("Show Only Two Grid Axis", Float) = 0.0
@bgolus
bgolus / PristineRadialGrid.shader
Last active April 10, 2025 08:14
An application of the Pristine Grid technique onto radial grid with atan derivative discontinuity fixes applied. https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8 https://bgolus.medium.com/distinctive-derivative-differences-cce38d36797b
Shader "Pristine Radial Grid"
{
Properties
{
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0
_GridScale ("Grid Scale", Float) = 1.0
[Toggle] _UseAdaptiveAngularSegments ("Use Adaptive Angular Segment Count", Float) = 0.0
[IntRange] _AngularSegments ("Angular Segments", Range(1,360)) = 4.0
Shader "Pristine Grid"
{
Properties
{
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0
_GridScale ("Grid Scale", Float) = 1.0
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01
@insidegui
insidegui / devicectl.sh
Created October 19, 2023 21:58
Helper functions for using devicectl to kill processes on connected iOS devices
# Add to your zsh profile
function devicepid() {
if [ -z "$1" ]; then
echo "Usage: devicepid <device-name> <search>"
echo "Example: devicepid 'iPhone 15 Pro Max' SpringBoard"
return 1
fi
if [ -z "$2" ]; then
@arthurschiller
arthurschiller / rk_wireframeMaterial.metal
Created March 8, 2023 20:51
RealityKit Wireframe Shader (Custom Material)
#include <metal_stdlib>
#include <RealityKit/RealityKit.h>
// Godot Source Credits: https://godotshaders.com/shader/wireframe-shader-godot-4-0/
// https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/
using namespace metal;
constant half3 albedo = half3(1.0);
constant half3 wireColor = half3(255. / 255, 213. / 255, 6. / 255);
@gerner
gerner / goap_toy.py
Last active February 15, 2023 17:17
import sys
import logging
import enum
import collections
import math
import time
import pdb
from dataclasses import dataclass
from typing import Sequence, Tuple, List, Mapping, MutableMapping, Any, Set, Collection, Iterator, Optional
import sortedcontainers # type: ignore
@sophiateutschler
sophiateutschler / Color+Lch.swift
Created February 8, 2023 19:31
Lch color space initializer for SwiftUI Color
//
// MIT License
//
// Copyright (c) 2023 Sophiestication Software
//
// 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
// Type-safe State Machine with Phantom Type May 2022 @AtarayoSD
import Foundation
protocol State {}
// Transitions
protocol TransferableToB {}
protocol TransferableToC {}
protocol TransferableToD {}
@chockenberry
chockenberry / Fix Terminal Windows.scpt
Created January 23, 2022 22:33
Fix Terminal Windows
tell application "Terminal"
set ws to windows
if (true) then -- set to false to see current window positions
set c to 80
set ps to {{4215, 27}, {3629, 27}, {3043, 27}, {3043, 734}, {2457, 734}, {3629, 734}, {4215, 734}}
set r to 48
set ix to 1
repeat with p in ps
set w to item ix of ws
@bgolus
bgolus / MobileVRHighlight.shader
Last active August 23, 2025 19:57
A mobile VR and MSAA friendly single object highlight shader using the stencil buffer
Shader "Mobile VR Highlight" {
Properties {
_ColorOutline ("Outline", Color) = (1,1,1,1)
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25)
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1)
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15)
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05)
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0
_OutlneWidth ("Outline Pixel Width", Float) = 1.0
}