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@ryanflorence
ryanflorence / static_server.js
Last active July 3, 2025 03:26
Node.JS static file web server. Put it in your path to fire up servers in any directory, takes an optional port argument.
var http = require("http"),
url = require("url"),
path = require("path"),
fs = require("fs")
port = process.argv[2] || 8888;
http.createServer(function(request, response) {
var uri = url.parse(request.url).pathname
, filename = path.join(process.cwd(), uri);
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active August 28, 2025 01:49
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@Arakade
Arakade / gist:9dd844c2f9c10e97e3d0
Created January 3, 2015 16:54
Call from OnDrawGizmos() to draw text at Unity3D glocal position in Editor
static void drawString(string text, Vector3 worldPos, Color? colour = null) {
UnityEditor.Handles.BeginGUI();
if (colour.HasValue) GUI.color = colour.Value;
var view = UnityEditor.SceneView.currentDrawingSceneView;
Vector3 screenPos = view.camera.WorldToScreenPoint(worldPos);
Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text));
GUI.Label(new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y), text);
UnityEditor.Handles.EndGUI();
}
using UnityEngine;
using System.Collections;
using UnityEngine.Events;
namespace Cluster {
public class CollisionCall : MonoBehaviour {
public LayerMask layerMask = -1;
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active August 18, 2025 21:39
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
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@yassineaboukir
yassineaboukir / Electron app decompiling
Created June 12, 2019 01:10
Obtain the source code of Electron applications
# Open terminal and install asar node module globally
$ npm install -g asar
# Go into the app’s directory, in our case it’s Slack
$ cd /Applications/Slack.app/Contents/Resources
# Create a directory to paste the content of app
@roguesleipnir
roguesleipnir / SearchForProperties.cs
Last active April 7, 2021 11:20
Quick search for components and serialized properties in prefabs.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class SearchForProperties : EditorWindow {
MonoScript targetComponent;
string propertyString;
bool hideVariants;
@binaryfoundry
binaryfoundry / wavelets.js
Last active April 25, 2020 17:45
Haar Wavelets
// http://bearcave.com/misl/misl_tech/wavelets/index.html
class WaveletBase {
constructor() {
this.forward = 1;
this.inverse = 2;
}
split(vec, N) {
var half = N >> 1;
var vc = vec.slice();
/// <summary>
/// A hash combiner that is implemented with the Fowler/Noll/Vo algorithm (FNV-1a). This is a mutable struct for performance reasons.
/// Taken from https://gist.github.com/StephenCleary/4f6568e5ab5bee7845943fdaef8426d2
/// </summary>
public struct FnvHash
{
/// <summary>
/// The starting point of the FNV hash.
/// </summary>
public const ulong Offset = 14695981039346656037;