Skip to content

Instantly share code, notes, and snippets.

@SabinT
SabinT / UnitySetup.bat
Last active January 6, 2022 08:39
Common Unity project first time setup
git init
curl -o .gitignore https://github.com/github/gitignore/raw/main/Unity.gitignore
curl -o .gitattributes https://gist.github.com/nemotoo/b8a1c3a0f1225bb9231979f389fd4f3f/raw/dc3e8cab80fc62d1c60db70c761b1ffa636aa796/.gitattributes
git add .gitignore
git add .gitattributes
git commit -m "Initialize with gitignore/git LFS attributes"
# Optional: add useful packages
@webbisswiftapps
webbisswiftapps / patterns.pde
Last active May 26, 2021 05:24
Processing sketch to generate a pattern using the 10print algorithm.
int canvasWidth = 1920;
int canvasHeight = 1080;
int originX = 0;
int originY = 0;
int lineUnit = 25;
int startX = originX;
int startY = originY;
void setup(){
size(1920, 1080);
@totallyRonja
totallyRonja / oklab.hlslinc
Created March 24, 2021 13:47
OkLab color conversion functions for hlsl
static const float3x3 lrgb2cone = {
0.412165612, 0.211859107, 0.0883097947,
0.536275208, 0.6807189584, 0.2818474174,
0.0514575653, 0.107406579, 0.6302613616,
};
static const float3x3 cone2lab = {
+0.2104542553, +1.9779984951, +0.0259040371,
+0.7936177850, -2.4285922050, +0.7827717662,
+0.0040720468, +0.4505937099, -0.8086757660,
@ayamflow
ayamflow / rotate-uv.glsl
Created January 16, 2018 23:24
Rotate UV in GLSL
vec2 rotateUV(vec2 uv, float rotation)
{
float mid = 0.5;
return vec2(
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
);
}
vec2 rotateUV(vec2 uv, float rotation, vec2 mid)
@nemotoo
nemotoo / .gitattributes
Last active July 20, 2024 19:28
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@cjddmut
cjddmut / EasingFunctions.cs
Last active July 16, 2024 08:20
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* 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
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active July 15, 2024 12:10
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);