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@dypsilon
dypsilon / frontendDevlopmentBookmarks.md
Last active November 10, 2024 03:45
A badass list of frontend development resources I collected over time.
anonymous
anonymous / Spherical-Screen-Map.markdown
Created October 27, 2013 13:14
A Pen by Benedikt Wolters.
@zapdot
zapdot / StopPlayingOnRecompile.cs
Last active November 3, 2018 11:08
Stop Playing on Recompile
using UnityEditor;
[InitializeOnLoad]
public class StopPlayingOnRecompile
{
static StopPlayingOnRecompile()
{
EditorApplication.update = () =>
{
if (EditorApplication.isCompiling && EditorApplication.isPlaying)
@briantjacobs
briantjacobs / storytelling_from_space.md
Last active August 28, 2024 07:14
Storytelling from Space

Storytelling from Space: Tools/Resources

This list of resources is all about acquring and processing aerial imagery. It's generally broken up in three ways: how to go about this in Photoshop/GIMP, using command-line tools, or in GIS software, depending what's most comfortable to you. Often these tools can be used in conjunction with each other.

Acquiring Landsat & MODIS

Web Interface

  • Landsat archive
@brunomikoski
brunomikoski / DiffuseOverlay.shader
Created December 17, 2014 14:42
Overlay difuse shader (Object Above Everything else)
Shader "Custom/DiffuseOverlay" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
// Tags {"RenderType"="Opaque"} // original
Tags {"Queue" = "Overlay" "RenderType"="Opaque"} // modified
ZTest Always // this line is added
LOD 200
void OnEnable()
{
Application.RegisterLogCallback(HandleUnityLog);
}
private void OnDisable()
{
Application.RegisterLogCallback(null);
}
@GetUpKidAK
GetUpKidAK / ExportTextures.jsx
Last active February 8, 2022 08:46
Photoshop script to export textures from layered PSD
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Enables exporting of several PBR texture maps from a single PSD with a few clicks:
//
// 1. Select an export folder
// 2. Choose which PSD layer group corresponds to which map (split into separate RGB/Alpha channels)
// 3. Change the file export options (if required)
// 4. Hit export.
//
// Created by Ash Kendall. ash.kendall(at)gmail.com
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@brunomikoski
brunomikoski / TriggerVolume.cs
Created September 28, 2015 19:28
General trigger for detecting collisions
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(Collider))]
/// <summary>
/// General purpose trigger volume system
///
/// </summary>
/// <author>Bruno Mikoski</author>
/// <summary>
/// Returns a position on the edge of the screen
/// </summary>
/// <param name="horizontal">0 being left, and 1 being right</param>
/// <param name="vertical">0 being botton, and 1 being top of the screen</param>
/// <param name="horizontalPadding">Padding from the screen, 0 means on screen, and 0.1 will be 10% off the screen</param>
/// <param name="verticalPadding"> </param>
/// <returns></returns>
public Vector3 GetOffScreenPosition(float horizontal,
float vertical,
@luciditee
luciditee / BatchBurner.cs
Last active June 16, 2018 17:09
Batch Burner, a script designed to reduce static mesh draw calls in Unity scenes with a large number of static mesh entities.
/*
* Unity Batch Burner: A script designed to reduce static mesh draw calls automatically in scenes
* with a large amount of static geometry entities.
*
* Copyright 2016-2017 Will Preston & Die-Cast Magic Studios, LLC.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*