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@andrew-raphael-lukasik
andrew-raphael-lukasik / .NativeQuadTree.cs.md
Last active October 19, 2024 05:33
Quadtree built on `Unity.Collections`, `Unity.Jobs` and `Unity.Burst`

Quadtree built on Unity.Collections, Unity.Jobs and Unity.Burst

Screenshot 2023-10-12 170345

@phi-lira
phi-lira / UnlitTextureShadows.shader
Created April 30, 2020 08:28
Unlit Texture + Realtime Shadows shader
Shader "Universal Render Pipeline/Custom/UnlitTextureShadows"
{
Properties
{
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1)
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {}
}
SubShader
{
@blewert
blewert / ConvexHull.cs
Last active December 17, 2022 15:56
A Unity C# implementation of the Gift Wrapping algorithm
/**
* @file ConvexHull.cs
* @author Benjamin Williams <[email protected]>
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
@distantcam
distantcam / JobHelper.cs
Last active August 17, 2023 15:54
Unity Job system with async
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
using System.Threading.Tasks;
using Unity.Jobs;
public static class JobHelper
{
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active November 10, 2024 05:01
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@dLopreiato
dLopreiato / ConvexHull.cs
Last active July 4, 2023 21:39
Code Complete Convex Hull c# for Unity
/* This is taken from this blog post:
* http://loyc-etc.blogspot.ca/2014/05/2d-convex-hull-in-c-45-lines-of-code.html
*
* All I have done is renamed "DList" to "CircularList" and then wrote a wrapper for the generic C# list.
* The structure that is supposed to be used is *much* more efficient, but this works for my purposes.
*
* This can be dropped right into your Unity project and will work without any adjustments.
*/
using System.Collections.Generic;
using UnityEngine;
@radiatoryang
radiatoryang / SkinnedMeshCombiner.cs
Last active August 9, 2023 04:12
example code for combining SkinnedMeshRenderers at runtime (for optimization reasons usually), which I use in my games for Mixamo Fuse models specifically... PLEASE DON'T ASK ME FOR HELP WITH THIS, this is more for learning purposes, and it's not really an easy-to-use Asset Store thing? also I have a lot of weird hacks specific for my uses... ag…
// this code is under MIT License, by Robert Yang + others (credits in comments)
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner
// but I removed the atlasing stuff because I don't need it
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@mstevenson
mstevenson / ConfigurableJointExtensions.cs
Created October 24, 2014 07:14
Extension methods for working with Configurable Joints for Unity
using UnityEngine;
public static class ConfigurableJointExtensions
{
/// <summary>
/// Sets a joint's targetRotation to match a given local rotation.
/// The joint transform's local rotation must be cached on Start and passed into this method.
/// </summary>
public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation)
{
@mstevenson
mstevenson / ConfigurableJointExtensions.cs
Last active September 9, 2024 17:33
Unity extension methods for computing a ConfigurableJoint.TargetRotation value from a given local or world rotation.
using UnityEngine;
public static class ConfigurableJointExtensions {
/// <summary>
/// Sets a joint's targetRotation to match a given local rotation.
/// The joint transform's local rotation must be cached on Start and passed into this method.
/// </summary>
public static void SetTargetRotationLocal (this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation)
{
if (joint.configuredInWorldSpace) {