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@MattRix
MattRix / RXLookingGlass.cs
Created November 3, 2014 21:09
This class wraps an internal Unity method that lets you to check if a ray intersects a mesh. Place it in an Editor folder.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
using System.Linq;
using System.Reflection;
[InitializeOnLoad]
public class RXLookingGlass
{
@digitalshadow
digitalshadow / OpenSimplexNoise.cs
Last active June 25, 2024 07:41
OpenSimplex Noise Refactored for C#
/* OpenSimplex Noise in C#
* Ported from https://gist.github.com/KdotJPG/b1270127455a94ac5d19
* and heavily refactored to improve performance. */
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
namespace NoiseTest
///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude (quill18@quill18.com)
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 2015-04-16: Changed Pool to use a Stack generic.
///
/// Usage:
///
@tomkail
tomkail / ExtendedScriptableObjectDrawer.cs
Last active July 22, 2024 17:21
Displays the fields of a ScriptableObject in the inspector
// Developed by Tom Kail at Inkle
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT
// Must be placed within a folder named "Editor"
using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
@dvddarias
dvddarias / SingletonScriptableObject.cs
Last active December 20, 2021 14:29
Better Unity Singleton Class
/************************************************************
* Better Singleton by David Darias
* Use as you like - credit where due would be appreciated :D
* Licence: WTFPL V2, Dec 2014
* Tested on Unity v5.6.0 (should work on earlier versions)
* 03/02/2017 - v1.1
* **********************************************************/
using System;
using UnityEngine;
@smkplus
smkplus / UnityShaderCheatSheet.md
Last active May 7, 2024 07:34
Controlling fixed function states from materials/scripts in Unity

16999105_467532653370479_4085466863356780898_n

Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
 
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active July 17, 2024 10:54
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@MeikelLP
MeikelLP / unity-null.md
Last active August 8, 2019 12:11
Unity null & is null & == true

The .? operator ignores the overridden == operator of UnityEngine.Object. It is basically a x is null check under the hood.

assuming obj is a UnityEngine.Object

UnityEngine obj;

// declare and set null
obj = null;
@jfranmora
jfranmora / ReadOnlyAttribute.cs
Last active November 22, 2023 16:12
Custom property attribute to make ReadOnly variables in Unity Inspector
using UnityEngine;
public class ReadOnlyAttribute : PropertyAttribute
{
}