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@keijiro
keijiro / LightProbeRebuilder.cs
Last active February 25, 2020 05:45
Extracts SH coefficients from light probes, and rebuilds light probes from given SH coefficients.
using UnityEngine;
using UnityEditor;
using System.Collections;
public class LightProbeRebuilderWindow : EditorWindow
{
string text = "Paste extracted coefficients here.";
float multiplier = 1.0f;
[MenuItem("Window/Light Probe Rebuilder")]
@leegoonz
leegoonz / LightProbeRebuilder.cs
Created February 23, 2016 13:08 — forked from keijiro/LightProbeRebuilder.cs
Extracts SH coefficients from light probes, and rebuilds light probes from given SH coefficients.
using UnityEngine;
using UnityEditor;
using System.Collections;
public class LightProbeRebuilderWindow : EditorWindow
{
string text = "Paste extracted coefficients here.";
float multiplier = 1.0f;
[MenuItem("Window/Light Probe Rebuilder")]
/*
optimized-ggx.glsl
This file describes several optimizations you can make when creating a GGX shader.
AUTHOR: John Hable
LICENSE:
This is free and unencumbered software released into the public domain.
@sugi-cho
sugi-cho / UnlitCastShadow.shader
Last active March 29, 2021 01:17
ShadowCastの使い方
Shader "Unlit/UnlitCastShadow"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
@leegoonz
leegoonz / FGlowShader.cs
Created April 19, 2016 08:16 — forked from jpsarda/FGlowShader.cs
A Glow CG shader for Futile (Unity 3D)
public class FGlowShader : FShader
{
private float _glowAmount;
private Color _glowColor;
public FGlowShader(float glowAmount,Color glowColor) : base("GlowShader", Shader.Find("Futile/Glow"))
{
_glowAmount = glowAmount;
_glowColor = glowColor;
needsApply = true;