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@yasirkula
yasirkula / ShaderStripper.cs
Last active March 4, 2024 09:40
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
@Ikalou
Ikalou / git_and_unity.md
Last active April 22, 2024 04:01
Git and Unity

EDIT: this is an old post and a lof the information in this document is outdated.

Using Git with Unity

Git logo

Git is a popular free and open source distributed version control system.

I am new to Unity, but as a long time git user, I wanted to use git for my

@lvl-svasseur
lvl-svasseur / .gitconfig
Last active January 1, 2020 17:29 — forked from coderxin/git-merge-tool
git mergetool config (by command line or .gitconfig)
[merge]
tool = intellij
# tool = Kaleidoscope
[diff]
tool = intellij
# tool = Kaleidoscope
# intellij mergetool config
[mergetool "intellij"]
cmd = /Applications/IntelliJ\\ IDEA\ 13\\ CE.app/Contents/MacOS/idea merge $(cd $(dirname "$LOCAL") && pwd)/$(basename "$LOCAL") $(cd $(dirname "$REMOTE") && pwd)/$(basename "$REMOTE") $(cd $(dirname "$BASE") && pwd)/$(basename "$BASE") $(cd $(dirname "$MERGED") && pwd)/$(basename "$MERGED")
@roryokane
roryokane / FixCtrlBackspace.ahk
Created August 26, 2013 21:19
AutoHotkey script to fix Ctrl+Backspace (delete previous word) in File Explorer and Notepad
; how to write scripts: http://www.autohotkey.com/docs/
#IfWinActive ahk_class CabinetWClass ; File Explorer
^Backspace::
#IfWinActive ahk_class Notepad
^Backspace::
Send ^+{Left}{Backspace}
#IfWinActive
; source and context: http://superuser.com/a/636973/124606
@Petethegoat
Petethegoat / VertexBlendMasked
Created April 22, 2013 22:59
Shader for Unity that vertex blends two textures with a mask. Imperfect.
Shader "Custom/VertexBlendMaskedCleanEdges" {
Properties
{
_Over ("Over", 2D) = "white" {}
_Under ("Under", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
_Bias ("Edge Bias", Range(0.5, 30.0)) = 4.0
_Edge ("Edge Sharpness", Float) = 10.0
_Fall ("Blend Falloff", Float) = 1.0
}