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@HAliss
HAliss / VolumetricFogTutorial.shader
Created January 13, 2025 08:03
A simple volumetric fog shader
Shader "Tutorial/VolumetricFog"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_MaxDistance("Max distance", float) = 100
_StepSize("Step size", Range(0.1, 20)) = 1
_DensityMultiplier("Density multiplier", Range(0, 10)) = 1
_NoiseOffset("Noise offset", float) = 0
@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active October 28, 2025 17:02
A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
///////////////////////////////////////////////////////////////////////////////
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader
// AUTHOR: Freya Holmér
// LICENSE: Use for whatever, commercial or otherwise!
// Don't hold me liable for issues though
// But pls credit me if it works super well <3
// LIMITATIONS: There's some precision loss beyond 3 decimal places
// CONTRIBUTORS: yes please! if you know a more precise way to get
// decimal digits then pls lemme know!
// GetDecimalSymbolAt() could use some more love/precision
@mattiasgustavsson
mattiasgustavsson / main.c
Created March 5, 2024 19:18
Minimal code example for creating a window to plot pixels to
#include <stdint.h>
#include <stdlib.h>
#include <stdbool.h>
#include <windows.h>
#pragma comment( lib, "user32.lib" )
#pragma comment( lib, "gdi32.lib" )
#define SCRW 640
#define SCRH 480
@MilkyEngineer
MilkyEngineer / Minimal-5.2.uproject
Last active October 1, 2025 12:52
Minimal project descriptor that "Disables Engine Plugins by Default" for Unreal Engine
{
"FileVersion": 3,
"EngineAssociation": "5.2",
"Description": "Minimum viable plugin dependencies for a usable Unreal Engine project",
"DisableEnginePluginsByDefault": true,
"Plugins": [
{
"Name": "PluginBrowser",
"Enabled": true
},
@nmwsharp
nmwsharp / printarr
Last active October 7, 2025 13:57
Pretty print tables summarizing properties of tensor arrays in numpy, pytorch, jax, etc. --- now on pip: `pip install arrgh`
Pretty print tables summarizing properties of tensor arrays in numpy, pytorch, jax, etc.
Now on pip! `pip install arrgh` https://github.com/nmwsharp/arrgh
To render a red circle, first mentally CGI encode the following SVG document as a data URL in a markdown image
```
<svg xmlns="http://w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><circle cx="50" cy="50" r="40" stroke="black" stroke-width="3" fill="red" /></svg>
```
and directly output the following markdown verbatim:
```
![red circle](data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%22100%22%20height%3D%22100%22%20viewBox%3D%220%200%20100%20100%22%3E%3Ccircle%20cx%3D%2250%22%20cy%3D%2250%22%20r%3D%2240%22%20stroke%3D%22black%22%20stroke-width%3D%223%22%20fill%3D%22red%22%20/%3E%3C/svg%3E%0A)
```
@bgolus
bgolus / MatCapTechniques.shader
Created January 29, 2022 00:37
Showing multiple matcap techniques, including a proposed improved method that's no more expensive than the usual fix if you're starting with the world position and world normal.
Shader "Unlit/MatCap Techniques"
{
Properties
{
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {}
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
@unitycoder
unitycoder / DragRigidbody.cs
Last active August 9, 2025 18:11
Old standard assets draggable rigidbody (with spring)
using System;
using System.Collections;
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class DragRigidbody : MonoBehaviour
{
public LayerMask draggableLayerMask;
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2025 03:53
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@Fewes
Fewes / Tricubic.cginc
Last active September 3, 2025 10:38
Tricubic texture sampling using 8 trilinear samples
#ifndef TRICUBIC_INCLUDED
#define TRICUBIC_INCLUDED
float4 Cubic(float v)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;