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Andy Baker andybak

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View snapping.json
{
"Name": "Snapping",
"ShapeType": "Johnson",
"PolyTypeCategory": "All",
"PolyType": "Small_Cubicuboctahedron",
"JohnsonPolyType": "Cupola",
"OtherPolyType": "L1",
"GridType": "Square",
"GridShape": "Cube",
"BypassOps": false,
View DepthNormalsFeature.cs
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class DepthNormalsFeature : ScriptableRendererFeature
{
private DepthNormalsPass depthNormalsPass;
RenderTargetHandle m_DepthNormalsTexture;
public override void Create()
View example.cs
using UnityEngine;
public ChangeStuff()
{
gameobject.GetComponent<MeshRenderer>().material.color = Color.red;
transform.localScale = new Vector3(5,5,5);
}
View brazier.json
{
"Name": "Brazier",
"ShapeType": "Uniform",
"PolyType": 39,
"JohnsonPolyType": 4,
"BypassOps": false,
"TwoSided": true,
"GridType": "Hex",
"PrismP": 5,
"PrismQ": 2,
View vicious.json
{
"Name": "Vicious",
"ShapeType": "Uniform",
"PolyType": 29,
"JohnsonPolyType": 4,
"BypassOps": false,
"TwoSided": true,
"GridType": "Hex",
"PrismP": 5,
"PrismQ": 2,
View ImmediateTest.cs
using UnityEngine;
public static class C
{
public static Camera Cam
{
get { return Camera.main;}
}
View PlayerController.cs
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.XR;
public class PlayerController : MonoBehaviour
{
public Transform Player1Start;
public Transform Player2Start;
View UpdateShaderGraphAssemblyInfo.cs
// <copyright file="UpdateShaderGraphAssemblyInfo.cs" company="BovineLabs">
// Copyright (c) BovineLabs. All rights reserved.
// </copyright>
namespace BovineLabs.Vision.Editor.ShaderGraph
{
using System;
using System.IO;
using System.Linq;
using UnityEditor;
View DataPlotter.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class DataPlotter : MonoBehaviour {
// Name of the input file, no extension
public string inputfile;
View GradientBaker.cs
using System.Security.Cryptography.X509Certificates;
using UnityEditor;
using UnityEngine;
namespace SDFr
{
public class GradientBaker : MonoBehaviour
{
public Texture3D sdfTexture;
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