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@LotteMakesStuff
LotteMakesStuff / Colors.cs
Created April 6, 2017 23:45
Trying to set Colours from code but need something better than the few that unity provide and dont wanna mess around with colour values for ages? Colors is your friend!!!
using UnityEngine;
public class Colors
{
// NOTE: The follwing color names come from the CSS3 specification, Section 4.3 Extended Color Keywords
// http://www.w3.org/TR/css3-color/#svg-color
public static readonly Color AliceBlue = new Color32(240,248,255,255);
public static readonly Color AntiqueWhite = new Color32(250,235,215,255);
public static readonly Color Aqua= new Color32(0,255,255,255);
@ProGM
ProGM / ExampleBehavior.cs
Created October 19, 2016 10:39
A PropertyDrawer to show a popup field with a generic list of string for your Unity3d attribute
public class MyBehavior : MonoBehaviour {
// This will store the string value
[StringInList("Cat", "Dog")] public string Animal;
// This will store the index of the array value
[StringInList("John", "Jack", "Jim")] public int PersonID;
// Showing a list of loaded scenes
[StringInList(typeof(PropertyDrawersHelper), "AllSceneNames")] public string SceneName;
}
Shader "Unlit/SimpleGeometry"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Shader "Name" {
Properties {
name ("display name", Range (min, max)) = number
name ("display name", Float) = number
name ("display name", Int) = number
name ("display name", Color) = (number,number,number,number)
name ("display name", Vector) = (number,number,number,number)
@keijiro
keijiro / ToggleTest.shader
Last active August 20, 2024 10:33
Shows how to use the Toggle material property drawer in a shader. See the reference manual for further details: http://docs.unity3d.com/ScriptReference/MaterialPropertyDrawer.html
Shader "ToggleTest"
{
Properties
{
[Toggle(FILL_WITH_RED)]
_FillWithRed ("Fill With Red", Float) = 0
}
SubShader
{
Pass
@grimmdev
grimmdev / Curved.shader
Created July 17, 2015 05:32
Subway Surfer like Curved World Shader for Unity
Shader "Custom/Curved" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (0,0,0,0)
_Dist ("Distance", Float) = 100.0
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass
{
@mattatz
mattatz / UVTransform.shader
Created April 6, 2015 02:28
Example of uv transform shader for Unity.
Shader "Mattatz/UVTransform" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_TexScale ("Scale of Tex", Float) = 1.0
_TexRatio ("Ratio of Tex", Float) = 1.0
_Theta ("Rotation of Tex", Float) = 0.0
_PlaneScale ("Scale of Plane Mesh", Vector) = (1, 1, 0, 0)
}
@TarasOsiris
TarasOsiris / FlowMap.shader
Last active January 17, 2025 07:47
Flow Map Shader for Unity3D. Used with Sprites.
Shader "Custom/Flow Map"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
// Flow
_FlowMap ("Flow Map", 2D) = "white" {}
_FlowSpeed ("Flow Speed", float) = 0.05
@aras-p
aras-p / foo.md
Last active January 27, 2021 06:32
Controlling fixed function states from materials/scripts in Unity

(typing off the top of my head, might not compile)

Since Unity 4.3:

In the shader, instead of writing Cull Off, write Cull [_MyCullVariable], the value will be fetched from the material or global float/int variable _MyCullVariable then.

You could have it be part of material, e.g. inside Properties block:

[Enum(Off,0,Front,1,Back,2)] _MyCullVariable ("Cull", Int) = 1
@aras-p
aras-p / Projector Light.shader
Last active September 9, 2024 14:33
Projector shaders without fixed function
Shader "Projector/Light" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
_FalloffTex ("FallOff", 2D) = "" {}
}
Subshader {
Pass {
ZWrite Off