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@shop-0761
shop-0761 / ResolvedView
Last active October 30, 2024 08:12
UE4のResolvedView.hogehoge で取れそうなやつ
ResolvedView
{
float4x4 TranslatedWorldToClip;
float4x4 WorldToClip;
float4x4 TranslatedWorldToView;
float4x4 ViewToTranslatedWorld;
float4x4 TranslatedWorldToCameraView;
float4x4 CameraViewToTranslatedWorld;
float4x4 ViewToClip;
float4x4 ViewToClipNoAA;
@JonathanADaley
JonathanADaley / GettingDPI_Scale_UMG_UE4_example.cpp
Last active January 7, 2025 16:34
How to get the DPI Scale of UMG at runtime in Unreal Engine 4 C++
// this function requires the UserInterfaceSettings header to be included
#include Runtime/Engine/Classes/Engine/UserInterfaceSettings.h
// this function can be marked as Blueprint Pure in its declaration, as it simply returns a float
float MyBPFL::GetUMG_DPI_Scale() {
// need a variable here to pass to the GetViewportSize function
FVector2D viewportSize;
// as this function returns through the parameter, we just need to call it by passing in our FVector2D variable
GEngine->GameViewport->GetViewportSize(viewportSize);
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active October 19, 2025 21:50
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);