This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using Unity.Mathematics; | |
| namespace GameCommon.Spatial | |
| { | |
| public struct SpatialHash | |
| { | |
| public const int Goffset = 10000; | |
| public const int Max = 20480; | |
| public int CellSize; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using UnityEditor; | |
| public static class HideFlagsUtility | |
| { | |
| [MenuItem("Help/Hide Flags/Show All Objects")] | |
| private static void ShowAll() | |
| { | |
| var allGameObjects = Object.FindObjectsOfType<GameObject>(); | |
| foreach (var go in allGameObjects) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // public domain | |
| // Add to Scripts/Editor/PrefabDetector.cs | |
| using System.Collections.Generic; | |
| using System.Collections; | |
| using System.Linq; | |
| using System; | |
| using UnityEditor.Experimental.SceneManagement; | |
| using UnityEditor.SceneManagement; | |
| using UnityEditor; | |
| using UnityEngine; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // This file is in the public domain. Where | |
| // a public domain declaration is not recognized, you are granted | |
| // a license to freely use, modify, and redistribute this file in | |
| // any way you choose. | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // Unity remake of a fake volumetric light glow effect |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEngine; | |
| #if ENABLE_VIRTUALTEXTURES | |
| using VT = UnityEngine.Rendering.VirtualTexturing; | |
| #endif | |
| // [ExecuteInEditMode] | |
| public class VTRequester : MonoBehaviour |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Crying Suns/Command Center Glass" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Main Texture (ignored)", 2D) = "white" {} | |
| [NoScaleOffset] _ReflectionTex ("Reflection Texture", 2D) = "black" {} | |
| _ReflectionAlpha ("Reflection Alpha", Range(0, 1)) = 0.25 | |
| _ReflectionScale ("Reflection Scale", Range(0, 1)) = 1 | |
| [HideInInspector] _SunCenteredViewportPos ("Sun Centered Viewport Position", Vector) = (0, 0, 0, 0) | |
| [HideInInspector] _SunAngle ("Sun Angle", Float) = 0 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Unlit/Screen Space Normals" | |
| { | |
| Properties | |
| { | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | |
| Pass |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| namespace AltShift.Productivity | |
| { | |
| // Extracted from: https://www.december.com/html/spec/colorpercompact.html | |
| public static class ExtendedColor | |
| { | |
| public static Color _100_euro = new Color(0.53f, 0.78f, 0.49f); | |
| public static Color _20_pound = new Color(0.64f, 0.4f, 0.51f); | |
| public static Color _6_ball = new Color(0.11f, 0.39f, 0.33f); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System; | |
| namespace AltShift.Maths.Randomization | |
| { | |
| // No-alloc version coded from Random source code | |
| // https://referencesource.microsoft.com/#mscorlib/system/random.cs | |
| public unsafe struct SeededRandomNumberGenerator | |
| { | |
| private const int MSEED = 161803398; | |
| private const int MZ = 0; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| public class TestRendererFeature : ScriptableRendererFeature | |
| { | |
| private TestRenderPass testRenderPass; | |
| public Material fogMaterial; | |
| public Color fogColor; |