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Omar Mahdi bloeys

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Shader "Pristine Grid"
{
Properties
{
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0
_GridScale ("Grid Scale", Float) = 1.0
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01
// code updates are now there:
// https://github.com/Bleuje/processing-animations-code/blob/main/code/fractalsliding2d/fractalsliding2d.pde
// Processing code by Etienne JACOB
// for collab with Yann Le Gall (https://demozoo.org/graphics/322553/)
// motion blur template by beesandbombs
// See the license information at the end of this file.
// View the rendered result at: https://bleuje.com/gifanimationsite/single/2dfractalslidingsquares/
// using double instead of float makes the code a bit more complicated
@Timtech4u
Timtech4u / countries.geojson
Last active August 21, 2023 09:11
Feature Collection of Countries
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@fnky
fnky / ANSI.md
Last active December 12, 2025 10:03
ANSI Escape Codes

ANSI Escape Sequences

Standard escape codes are prefixed with Escape:

  • Ctrl-Key: ^[
  • Octal: \033
  • Unicode: \u001b
  • Hexadecimal: \x1B
  • Decimal: 27
@LotteMakesStuff
LotteMakesStuff / HighlightAttribute.cs
Last active January 23, 2025 01:55
Having trouble finding the right property on a component cos theres just so many identical looking fields? Add some color to you inspectors! mark important property with a bright color so it always stands out, or supply a validation function so highlights show on values that would effect the current ingame logic!
// NOTE DONT put in an editor folder
using UnityEngine;
public class HighlightAttribute : PropertyAttribute
{
public HighlightColor Color;
public string ValidateMethod;
public object Value;
@sabresaurus
sabresaurus / BrushToCollider.cs
Last active December 8, 2020 19:28
Generates a box collider for the bounds of a brush or a convex mesh collider using the source polygons of a brush, also copies any referenced components to the built object. Note: you should disable collision on the source brush so that it isn't built into two separate colliders
#if UNITY_EDITOR
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Sabresaurus.SabreCSG;
using UnityEditor;
public class BrushToCollider : MonoBehaviour, IPostBuildListener
{
[SerializeField]