Skip to content

Instantly share code, notes, and snippets.

View unitycoder's full-sized avatar
‏‏‎

mika unitycoder

‏‏‎
View GitHub Profile
@unitycoder
unitycoder / MobileVRHighlight.shader
Created January 17, 2022 07:25 — forked from bgolus/MobileVRHighlight.shader
A mobile VR and MSAA friendly single object highlight shader using the stencil buffer
Shader "Mobile VR Highlight" {
Properties {
_ColorOutline ("Outline", Color) = (1,1,1,1)
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25)
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1)
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15)
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05)
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0
_OutlneWidth ("Outline Pixel Width", Float) = 1.0
}
@unitycoder
unitycoder / EasingFunctions.cs
Created February 18, 2022 16:14 — forked from cjddmut/EasingFunctions.cs
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
@unitycoder
unitycoder / Liquid.shader
Created February 22, 2022 09:54 — forked from josephbk117/Liquid.shader
Unity liquid shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/Liquid"
{
Properties
{
_Colour ("Colour", Color) = (1,1,1,1)
_FillAmount ("Fill Amount", Range(-10,10)) = 0.0
@unitycoder
unitycoder / FloatingOrigin.cs
Created February 23, 2022 08:56 — forked from brihernandez/FloatingOrigin.cs
Floating origin to handle large worlds in Unity.
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling
// URL: http://wiki.unity3d.com/index.php/Floating_Origin
using UnityEngine;
using UnityEngine.SceneManagement;
public class FloatingOrigin : MonoBehaviour
{
[Tooltip("Point of reference from which to check the distance to origin.")]
public Transform ReferenceObject = null;
@unitycoder
unitycoder / TiledSpritesInfinite.cs
Created February 24, 2022 13:05 — forked from kurtdekker/TiledSpritesInfinite.cs
Infinite scrolling sprite background in Unity3D
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// @kurtdekker
// To use:
// import a repeating sprite, FullRect
// drop it on a SpriteRenderer GameObject
// drop this on that same SpriteRenderer you want to be infinitely tiled
//
public static class FileComparer
{
public static bool CompareEquals(string filePath1, string filePath2, int bufferSize = 65536)
{
if (filePath1 == filePath2) return true;
var buffer1 = ArrayPool<byte>.Shared.Rent(bufferSize);
var buffer2 = ArrayPool<byte>.Shared.Rent(bufferSize);
try
{
@unitycoder
unitycoder / ReflectionProbeAccess.shader
Created March 14, 2022 08:32 — forked from josephbk117/ReflectionProbeAccess.shader
Reflection Probe In Custom Unity Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/ReflectionProbeAccess"
{
Properties
{
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0
}
@unitycoder
unitycoder / ModifiedMarchingCubes.js
Created March 21, 2022 14:13 — forked from dwilliamson/ModifiedMarchingCubes.js
Transvoxel's Modified Marching Cubes Lookup Tables
//
// Lookup Tables for Transvoxel's Modified Marching Cubes
//
// Unlike the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm), these tables guarantee
// a closed mesh "whose connected components are continuous and free of holes."
//
// Rotations are prioritised over inversions so that 3 of the 6 cases containing ambiguous faces are never added. 3 extra
// cases are added as a post-process, overriding inverses through custom-build rotations to eliminate the rest.
//
// Uses the exact same co-ordinate system as https://gist.github.com/dwilliamson/c041e3454a713e58baf6e4f8e5fffecd
@unitycoder
unitycoder / Caustics.shader
Created March 21, 2022 14:44
Caustics shader
Shader "Caustics"
{
Properties
{
[Header(Caustics)]
_CausticsTexture("Texture", 2D) = "white" {}
_CausticsStrength("Strength", float) = 0
_CausticsSplit("RGB Split", float) = 0
[Header(Movement)]
@unitycoder
unitycoder / RadialLayout.cs
Created April 12, 2022 10:45 — forked from DGoodayle/RadialLayout.cs
Radial Layouts in Unity
using UnityEngine;
using UnityEngine.UI;
/*
Radial Layout Group by Just a Pixel (Danny Goodayle) - http://www.justapixel.co.uk
Copyright (c) 2015
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell