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patriciogonzalezvivo / GLSL-Noise.md
Last active November 18, 2024 07:45
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);
@capnslipp
capnslipp / SerializedPropertyValueExtension.cs
Last active June 18, 2023 19:45
Genericized #Unity3D SerializedProperty value access, an extension that should be part of the API.
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Genericized Unity3D SerializedProperty value access.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Use as you would a native SerializedProperty method;
/// e.g. `Debug.Log(mySerializedProperty.Value<Color>());`
/// @intended project path: Assets/Plugins/Editor/UnityEditor Extensions/SerializedPropertyValueExtension.cs
/// @interwebsouce: https://gist.github.com/capnslipp/8516384
using System;