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unitycoder / UnityShaderFFS.md
Created December 2, 2017 09:22 — forked from smkplus/UnityShaderCheatSheet.md
Controlling fixed function states from materials/scripts in Unity

16999105_467532653370479_4085466863356780898_n

Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
 
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
// c# companion script
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- //
// Save you your project, add to your SpriteRenderer gameObject
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
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unitycoder / KdTree.cs
Created April 29, 2018 13:26 — forked from ditzel/KdTree.cs
k-d Tree
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component
{
protected KdNode _root;
protected KdNode _last;
protected int _count;
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unitycoder / LightweightPipelineTemplateShader.shader
Created September 11, 2018 12:09 — forked from phi-lira/UniversalPipelineTemplateShader.shader
Template shader to use as guide to create Lightweight Pipeline ready shaders.
// When creating shaders for Lightweight Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this simplified version as a base.
// Please not this should be only use for reference only.
// It doesn't match neither performance not feature completeness of Lightweight Pipeline Standard shader.
Shader "LightweightPipeline/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
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unitycoder / QuadTreeTest.cs
Created November 1, 2018 10:07 — forked from DGoodayle/QuadTreeTest.cs
Quadtree in Unity
using UnityEngine;
using System.Collections;
public class QuadTreeTest : MonoBehaviour {
public class TestObject : IQuadTreeObject{
private Vector3 m_vPosition;
public TestObject(Vector3 position){
m_vPosition = position;
}
public Vector2 GetPosition(){
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unitycoder / gist:5a6d14cbb7d5fd3c3984d8fa32370afa
Created November 5, 2018 04:24 — forked from renaudbedard/gist:7a90ec4a5a7359712202
Billboarding for Unity surface shaders
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
// get the camera basis vectors
float3 forward = -normalize(UNITY_MATRIX_V._m20_m21_m22);
float3 up = float3(0, 1, 0); //normalize(UNITY_MATRIX_V._m10_m11_m12);
float3 right = normalize(UNITY_MATRIX_V._m00_m01_m02);
// rotate to face camera
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unitycoder / noscript-tracking.go
Created May 8, 2019 12:10 — forked from wybiral/noscript-tracking.go
Tracking cursor position in real-time with remote monitoring (without JavaScript)
// Tracking cursor position in real-time without JavaScript
// Demo: https://twitter.com/davywtf/status/1124146339259002881
package main
import (
"fmt"
"net/http"
"strings"
)
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unitycoder / AdbCommands
Created August 13, 2019 14:23 — forked from Pulimet/AdbCommands
Adb useful commands list
== Adb Server
adb kill-server
adb start-server
== Adb Reboot
adb reboot
adb reboot recovery
adb reboot-bootloader
== Shell
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
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unitycoder / latency.txt
Created February 11, 2020 10:57 — forked from jboner/latency.txt
Latency Numbers Every Programmer Should Know
Latency Comparison Numbers (~2012)
----------------------------------
L1 cache reference 0.5 ns
Branch mispredict 5 ns
L2 cache reference 7 ns 14x L1 cache
Mutex lock/unlock 25 ns
Main memory reference 100 ns 20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy 3,000 ns 3 us
Send 1K bytes over 1 Gbps network 10,000 ns 10 us
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD