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@khadzhynov
khadzhynov / SkyboxCubemapHorizonHSV.shader
Created April 14, 2021 17:10
Cubemap shader with adjustable vertical Scale/Offset and HSV color controls.
/*
Cubemap shader with adjustable vertical Scale/Offset and HSV color controls.
Creation goal was to enable user to create several casually-looking skyboxes in different colors from single image, drawn in 2d editing software.
Features:
- Doesn't requires 6-sides cubemap, or spherical projection: texture can be easily drawn in any 2d image editing software;
- "V Offset" option allows to move horizon line up and down with ease;
- "V Scale" allows to stretch texture;
- Rotation feature sets horizontal offset (as in original shader).
- HSV controls allows to change colors.
/*
A simple little editor extension to copy and paste all components
Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html
license: WTFPL (http://www.wtfpl.net/)
author: aeroson
advise: ChessMax
editor: frekons
*/
#if UNITY_EDITOR
@tolotratlt
tolotratlt / BlendCubedSkybox.shader
Last active July 6, 2024 18:12
Blending 6 sided skybox using Unity3D fragment shader
/*Blending 6 Sided skybox. By tlt*/
Shader "Skybox/VertBlendedSkybox"
{
Properties{
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0
_Rotation("Rotation", Range(0, 360)) = 0
_Blend("Blend", Range(0.0,1.0)) = 0.5
@HolyFot
HolyFot / Door.cs
Last active October 7, 2020 09:06
Unity Door Script with Pivot
//Perfect Door/Chest/DrawBridge Animation Script
//Author: HolyFot
//License: CC0
using UnityEngine;
using System.Collections;
public class Door : MonoBehaviour
{
[SerializeField] public GameObject doorObj;
[SerializeField] public GameObject pivot;
@aleannox
aleannox / FixClothBounds.cs
Created April 17, 2020 19:27
[Unity] Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component.
// Attach this to camera.
//
// Idea: Before camera determines culling, we override the automatically computed
// bounds with our own for all game objects with a Skinned Mesh Render in the present scene.
// In this example, we use the bounds of the undeformed mesh
@dimmduh
dimmduh / Standard2Sided.shader
Created February 10, 2020 04:21
Standard unity shader 2019.2 with cull off to render double sided
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Standard2Sided"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
@demonixis
demonixis / XRSubSystemTest.cs
Created January 13, 2020 13:28
A demonstration of how to use the all new XRSubsystem with Unity 2019.3+
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Management;
public class XRSubSystemTest : MonoBehaviour
{
public void Start()
{
var xrSettings = XRGeneralSettings.Instance;
if (xrSettings == null)
# begin build properties
# autogenerated by buildinfo.sh
ro.build.id=NGI77B
ro.build.display.id=user-358570.9320.0
ro.build.version.incremental=3585700093200000
ro.build.version.sdk=25
ro.build.version.preview_sdk=0
ro.build.version.codename=REL
ro.build.version.all_codenames=REL
ro.build.version.release=7.1.1
@ssshake
ssshake / isWrit
Last active June 21, 2024 10:28
Photon PUN Cheat Sheet
## Photon Methods
**public class Blank : Photon.PunBehaviour**
instead of mono behavior, use this to receive photon callbacks in your script.
**public override void OnLeftRoom()**
An example of overriding a punbehavior callback
@jhorikawa
jhorikawa / VertexColor.shader
Created January 15, 2018 18:39
Unity Shader to visualize vertex color.
Shader "Custom/VertexColor" {
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert
#pragma target 3.0
struct Input {