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Gilber Moreno 6ilberM

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@mrcarriere
mrcarriere / iPhone 14 Pro Max.device
Last active July 23, 2024 13:30
iPhone 14 Pro & Pro Max Device Definitions
{
"friendlyName": "Apple iPhone 14 Pro Max",
"version": 1,
"screens": [
{
"width": 1290,
"height": 2796,
"navigationBarHeight": 0,
"dpi": 460.0,
"orientations": [
@torcado194
torcado194 / cleanEdge-shadertoy.glsl
Last active May 31, 2024 11:23
cleanEdge, a pixel art upscaling algorithm for clean rotations
/*** MIT LICENSE
Copyright (c) 2022 torcado
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 furnished to do so, subject to the following
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GlitchRenderFeature : ScriptableRendererFeature {
class CustomRenderPass : ScriptableRenderPass {
private Settings settings;
private FilteringSettings filteringSettings;
@totallyRonja
totallyRonja / MaterialGradientDrawer.cs
Last active September 26, 2023 09:46
A Material Property Drawer for the [Gradient] attribute which lets you edit gradients and adds them to the shader as textures. More information here: https://twitter.com/totallyRonja/status/1368704187580682240
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class MaterialGradientDrawer : MaterialPropertyDrawer {
private int resolution;
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 26, 2024 01:53
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

KinoEight

gif gif

KinoEight is a custom post-processing effect that gives an 8 bit-ish style to renders.

System requirements

@keijiro
keijiro / VfxPyro.md
Last active February 4, 2020 00:26

VfxPyro

gif

VfxPyro is an interactive particle effect example with Unity Visual Effect Graph, which launches fireworks with user interaction.

@Valeour
Valeour / GradientHDRAttribute.cs
Last active March 29, 2024 08:14
Unity C# Attribute to enable HDR Gradient fields in the Inspector.
/**
* GradientHDRAttribute created by Chance Millar at Two Tails Games on 2018/05/08
* Use freely. That's a license, right?
*
* Attach attribute like so:
*
* [GradientHDR]
* public Gradient _HDRGradient;
*
* Make sure this is placed in a non-Editor folder inside Assets.
@runewake2
runewake2 / DeformableMesh.cs
Created December 21, 2016 04:42
Physically simulated mesh deformation. This file handles the mesh updates.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[RequireComponent(typeof(GeneratePlaneMesh))]
public class DeformableMesh : MonoBehaviour {
public float maximumDepression;
public List<Vector3> originalVertices;
@rtlsilva
rtlsilva / TimeKeeper.cs
Created May 3, 2016 04:51
Unity3D scripts that keep track of multiple independent time layers, each with its own time scale and all updated from a single timer. This allows, for example, to simultaneously have multiple entities operating at a sped up/slowed down rate and being frozen in time by simply changing their TimeLayer in the Inspector.
using System.Collections;
using System.Diagnostics;
using UnityEngine;
public enum TimeLayer {
//Unity's time
GameTime,
//Custom time layer for UI
MenuTime,
//Unity's unscaled time