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@skoqaq
skoqaq / build4123.sublime4.key
Last active March 14, 2025 08:39
Sublime Text 4 License Key
—– BEGIN LICENSE —–
Mifeng User
Single User License
EA7E-1184812
C0DAA9CD 6BE825B5 FF935692 1750523A
EDF59D3F A3BD6C96 F8D33866 3F1CCCEA
1C25BE4D 25B1C4CC 5110C20E 5246CC42
D232C83B C99CCC42 0E32890C B6CBF018
B1D4C178 2F9DDB16 ABAA74E5 95304BEF
9D0CCFA9 8AF8F8E2 1E0A955E 4771A576
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active March 5, 2025 00:57
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@kajott
kajott / win10repair.bat
Last active February 24, 2025 20:01
Windows 10/11 Setup Script
@echo off
@rem "This little script sets a few useful settings in Windows 10 that most"
@rem "serious users are likely to want; scroll through the script for details"
@rem "and disable sections you don't want."
@rem "Usage:"
@rem "Just save this file as a .bat or .cmd file and run it (with"
@rem "Administrator privileges!). You will need to re-run it after larger"
@rem "updates, as these tend to overwrite some of the settings or re-create"
@aras-p
aras-p / ExistingApi.cs
Created November 4, 2019 07:10
Mesh.ReadOnlyMeshData example
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using Debug = UnityEngine.Debug;
public class CreateSceneMesh : MonoBehaviour
{
[MenuItem("GameObject/Create Scene Mesh %G")]
@dakom
dakom / ECS notes.md
Last active February 10, 2025 18:33
ECS with sparse array notes (EnTT style)

Intro

The below is a breakdown / bird's eye view of how a sparse-array backed ECS like EnTT or Shipyard works.

Please see the thanks and references at the bottom - without their help I would not have been able to share this breakdown with you... everything here is really just notes and rephrasing of what they've written already :)

Also, these notes do not cover archetype systems (like unity) nor adaptations of archetypes (like in Flecs). Though there's a couple comparative footnotes at the end.

Here we go!

@rise-worlds
rise-worlds / For Mac 4.2.6 unlimited trial.md
Last active March 14, 2025 02:17 — forked from satish-setty/trial.md
Beyond Compare 4 license for Windows, Mac, Linux

for 4.2.4 or higher, 4.2.5,4.2.6,4.3.7, it's works, this is the way which makes Always in evaluation mode.

  1. open Terminal, go to the dir : cd /Applications/Beyond Compare.app/Contents/MacOS
  2. change the name BCompare to BCompare.bak: mv BCompare BCompare.bak
  3. touch a file name BCompare , and chmod a+ux BCompare : touch BCompare && chmod a+ux BCompare
  4. open BCompare with text editor, insert the script :
#!/bin/bash
rm "/Users/$(whoami)/Library/Application Support/Beyond Compare/registry.dat"
"`dirname "$0"`"/BCompare.bak $@
@tomlooman
tomlooman / SpiralBlurCustomDepth
Last active October 7, 2021 01:44
Spiral Blur modified to sample Custom depth buffer for soft object outlines.
float3 CurColor=0;
float2 NewUV = UV;
int i=0;
float StepSize = Distance / (int) DistanceSteps;
float CurDistance=0;
float2 CurOffset=0;
float SubOffset = 0;
float TwoPi = 6.283185;
float accumdist=0;
@aras-p
aras-p / SceneViewShowMips.shader
Last active January 8, 2025 03:03
Unity editor scene view "show mips" shader (as it is in 5.6 alpha)
/* C# code that sets up the mip colors texture:
s_MipColorsTexture = new Texture2D (32, 32, TextureFormat.RGBA32, true);
s_MipColorsTexture.hideFlags = HideFlags.HideAndDontSave;
Color[] colors = new Color[6];
colors[0] = new Color (0.0f, 0.0f, 1.0f, 0.8f);
colors[1] = new Color (0.0f, 0.5f, 1.0f, 0.4f);
colors[2] = new Color (1.0f, 1.0f, 1.0f, 0.0f); // optimal level
colors[3] = new Color (1.0f, 0.7f, 0.0f, 0.2f);
colors[4] = new Color (1.0f, 0.3f, 0.0f, 0.6f);
colors[5] = new Color (1.0f, 0.0f, 0.0f, 0.8f);
@galloscript
galloscript / imgui_color_gradient.cpp
Last active July 12, 2024 11:34
Gradient color generator and editor for ImGui
//
// imgui_color_gradient.cpp
// imgui extension
//
// Created by David Gallardo on 11/06/16.
#include "imgui_color_gradient.h"
#include "imgui_internal.h"