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Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always
@LotteMakesStuff
LotteMakesStuff / LayoutUtils.cs
Last active November 2, 2023 21:04
Simple tool for importing editor layout files (.wlt files) from the asset folder. this is cool cos you can then share layouts with your team via source control
// put me in an Editor folder
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
public static class LayoutUtils
{
// unity stores layouts in a path referenced in WindowLayout.LayoutsPreferencesPath.
// Unfortunately, thats internal - well just creat the path in the same way they do!
@LotteMakesStuff
LotteMakesStuff / NativeMeshTest.cs
Created August 8, 2018 00:30
[NativeCollections] How to copy a regular .C# array into a NativeArray suuuuuper quick using memcpy. its about as fast as its ever gunna get!
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
public class NativeMeshTest : MonoBehaviour
{
private NativeArray<float3> vertexBuffer;
private Vector3[] vertexArray;
@nathanhoad
nathanhoad / Aseprite.cs
Last active July 12, 2022 16:46
Aseprite MonoGame Pipeline Extension
// Very special thanks to Noel Berry
// A lot of this is borrowed from https://gist.github.com/NoelFB/778d190e5d17f1b86ebf39325346fcc5
using System.Collections.Generic;
using System;
using System.IO;
using System.IO.Compression;
using System.Text;
using System.Linq;
using Microsoft.Xna.Framework;
@NoelFB
NoelFB / Aseprite.cs
Last active May 10, 2024 01:44
ugly C# .ase (aseprite) parser
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Text;
// File Format:
// https://github.com/aseprite/aseprite/blob/master/docs/ase-file-specs.md
// Note: I didn't test with with Indexed or Grayscale colors
@Erkaman
Erkaman / taa.frag
Last active April 25, 2023 02:32
rudimentary temporal anti-aliasing solution, that is good as a starting point for more advanced TAA techniques.
/*
The MIT License (MIT)
Copyright (c) 2018 Eric Arnebäck
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@LotteMakesStuff
LotteMakesStuff / PlayerLoop.cs
Last active March 25, 2024 02:38
Player Loop Visualizer: Built to explore the new PlayerLoopSystem api in Unity 2018.1b2. This tool shows you all the PlayerLoop systems that unity uses to update a frame, and demos how to add your own and even remove systems from the player loop. For more info see the patreon post https://www.patreon.com/posts/unity-2018-1-16336053
// Put this in an editor folder
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.LowLevel;
using UnityEngine.Profiling;
// Suppose you have a variable named `future` which implements the `Future` trait.
let future: impl Future = ...;
// This gist demonstrates how to run the future until completion using the `stdweb` crate.
// The various imports.
extern crate futures;
extern crate stdweb;
@shikendon
shikendon / uptimerobot_discord.js
Last active April 21, 2021 11:52
Uptime Robot Discord integrations
// Alert Contact Type: Web-Hooks
// URL to Notify: https://discordapp.com/api/webhooks/{WEB_HOOK_ID}/{TOKEN}?
// POST Value (JSON Format):
{
"content": "Monitor is *alertTypeFriendlyName*: *monitorFriendlyName* ( *monitorURL* )\n```*alertDetails*```"
}