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mazelines / Unreal-AgX-Tonemapper.usf
Created June 1, 2025 15:10 — forked from nxrighthere/Unreal-AgX-Tonemapper.usf
AgX tonemapping for Unreal Engine 5
// See image comparison https://imgur.com/a/9L2P7GJ
// Read details https://iolite-engine.com/blog_posts/minimal_agx_implementation
// Usage:
// 1. Open "Project Settings" and change "Working Color Space" to "sRGB / Rec709"
// 2. Open `Engine\Shaders\Private\PostProcessTonemap.usf` file
// 3. Find `half3 OutDeviceColor = ColorLookupTable(FinalLinearColor);` line
// 4. Replace it with `half3 OutDeviceColor = ApplyAgX(FinalLinearColor);` line
// 5. Find `half3 ColorLookupTable( half3 LinearColor )` function
// 6. After the scope of the function, add the code below and run `RecompileShaders Changed` from console
@mazelines
mazelines / ShaderStripper.cs
Created March 4, 2024 09:40 — forked from yasirkula/ShaderStripper.cs
Stripping commonly unused shader variants in Unity's built-in render pipeline
//#define SHADER_COMPILATION_LOGGING
//#define SKIP_SHADER_COMPILATION
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
public class ShaderStripper : IPreprocessShaders
@mazelines
mazelines / dishonored2_cvars.txt
Created November 16, 2021 08:54 — forked from fakuivan/dishonored2_cvars.txt
All cvars for Dishonored 2 as of version ``1.77.9.0``, in the format: <cvar struct address> | <cvar name> = <cvar default value> | <cvar int value address> -> <current int value>\n<cvar description>
Dishonored2.exe+3BFC7F0 | aas_subdivisionSize = 64 | Dishonored2.exe+3BFC818 -> 64
the size of subdivisions to use for debug drawing
Dishonored2.exe+340CC20 | achievements_Verbose = 0 | Dishonored2.exe+340CC48 -> 0
debug spam for achievements
Dishonored2.exe+3BFA570 | ai_debugCam = 0 | Dishonored2.exe+3BFA598 -> 0
enable debug camera
Dishonored2.exe+3BFA470 | ai_debugScript = -1 | Dishonored2.exe+3BFA498 -> 4294967295
using System;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field)]
public class MinMaxSliderAttribute : PropertyAttribute
{
public readonly float max;
public readonly float min;
@mazelines
mazelines / UE4-build.bat
Created April 26, 2020 15:19 — forked from drewsberry/UE4-build.bat
UE4 Windows command line building
:: Build client
RunUAT BuildCookRun -project="full_path.uproject"^
-noP4 -platform=Win64^
-clientconfig=Development -serverconfig=Development^
-cook -allmaps -build -stage^
-pak -archive -archivedirectory="Output Directory"
:: Cook client
RunUAT BuildCookRun -project="full_project_path_and_project_name".uproject^
-noP4 -platform=Win64^
@mazelines
mazelines / Standard-2Sided.shader
Created May 13, 2019 20:53 — forked from unitycoder/Standard-2Sided-FixNormals.shader
Standard Shader - 2 Sided (cull off)
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Standard 2-Sided"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
@mazelines
mazelines / XRay2017.shader
Created May 13, 2019 20:50 — forked from unitycoder/XRay2017.shader
XRay Shader 2017
// xray mouse pos shader test v2.0 - mgear - http://unitycoder.com/blog
Shader "UnityLibrary/Effects/XRay2017"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_ObjPos ("ObjPos", Vector) = (1,1,1,1)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Radius ("HoleRadius", Range(0.1,5)) = 2
@mazelines
mazelines / Terrain_FirstPass.shader
Created January 18, 2017 13:19 — forked from radiatoryang/Terrain_FirstPass.shader
A masked-blend terrain shader hack for Unity.
Shader "Nature/Terrain/Diffuse" {
Properties {
[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
// used in fallback on old cards & base map
[HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
[HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
@mazelines
mazelines / SkinnedMeshObjectPreviewExample.cs
Created January 18, 2017 13:18 — forked from radiatoryang/SkinnedMeshObjectPreviewExample.cs
An example of a custom ObjectPreview rendering out a SkinnedMesh for Unity Editor C#... I used it for facial expressions and blendshape editing, you might want to use it for something else. I hereby place it under MIT License. Full write-up here: http://www.blog.radiator.debacle.us/2016/06/working-with-custom-objectpreviews-and.html
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all
public class SkinnedMeshObjectPreviewExample : ObjectPreview {
PreviewRenderUtility m_PreviewUtility;
@mazelines
mazelines / ComputeOcclusionFromDepth.shader
Created October 31, 2016 13:18 — forked from aras-p/ComputeOcclusionFromDepth.shader
Unity command buffer that modifies screenspace shadow mask
Shader "Hidden/ComputeOcclusion"
{
Properties
{
_MainTex ("", 2D) = "white" {}
}
SubShader
{
Pass
{