- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
| // c# companion script | |
| // SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
| // Save you your project, add to your SpriteRenderer gameObject | |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| [ExecuteInEditMode] |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.SceneManagement; | |
| // Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
| // This opens an empty scene with your prefab where you can edit it. | |
| // Put this script in your project as Assets/Editor/EditPrefab.cs | |
| public class EditPrefab { | |
| static Object getPrefab(Object selection) { |
| // Non Editor code | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public abstract class TrafficLightAttribute : PropertyAttribute | |
| { | |
| public bool DrawLabel = true; | |
| public string CustomLabel; | |
| public bool AlsoDrawDefault; |
| using System; | |
| using JetBrains.Annotations; | |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace UnityProject.Editor { | |
| public sealed class TextureAlphaPremultiplier : AssetPostprocessor { | |
| public void OnPreprocessTexture() { |
| using UnityEngine; | |
| using System.Collections; | |
| public class CursorManager : MonoBehaviour { | |
| #region Static | |
| #region Singleton | |
| /* Class is a MonoBehaviour to recieve OnApplicationFocus(bool) message | |
| * If no instance already present, one will be created BEFORE scene load | |
| * CursorManager placed in scene will override auto-created instance | |
| * Any created instance will call DontDestroyOnLoad on itself, but still gets overridden by scene |
| /* | |
| Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
| Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
| then reuse this Material on all appropriate Sprite Renderers. | |
| (You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
| https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
| This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
| Use this however you want. |
| using System; | |
| using System.Diagnostics; | |
| using System.Collections.Generic; | |
| using System.Threading; | |
| namespace bettercraft | |
| { | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class ColorToCSharp : EditorWindow | |
| { | |
| [SerializeField] | |
| private bool _usedColorPickerOnce = false; |