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Aras Pranckevičius aras-p

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aras-p / results.md
Last active Apr 7, 2021
EquirectangularSeamCorrection results
View results.md

https://twitter.com/bgolus/status/1379670566961995776

Unity 2021.1.1 on Apple M1 MacMini, Mac standalone player build, capture frame in Xcode and see the timings it prints for the fragment shader of the main draw.

Uncompressed, Aniso on:

  • None: 338, 373 us
  • Tarini: 361, 582 us
  • Explicit LOD: 418, 423 us
@aras-p
aras-p / DebugNode.hlsl
Created Jan 3, 2020
"Print a value" custom function node code for Unity ShaderGraph
View DebugNode.hlsl
// Quick try at doing a "print value" node for Unity ShaderGraph.
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2.
//
// Use with CustomFunction node, with two inputs:
// - Vector1 Value, the value to display,
// - Vector2 UV, the UVs of area to display at.
// And one output:
// - Vector4 Color, the color.
// Function name is DoDebug.
@aras-p
aras-p / lwrp.diff
Created Dec 2, 2019
Unity LWRP 6.9.0 -> 6.9.1 diff
View lwrp.diff
diff -Naur lwrp-690/CHANGELOG.md lwrp-691/CHANGELOG.md
--- lwrp-690/CHANGELOG.md 2019-07-05 22:48:46.000000000 +0300
+++ lwrp-691/CHANGELOG.md 2019-07-30 00:57:01.000000000 +0300
@@ -4,6 +4,15 @@
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
+## [6.9.1] - 2019-07-29
+
+### Fixed
View CreateOneMeshFromWholeScene.cs
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
@aras-p
aras-p / ExistingApi.cs
Created Nov 4, 2019
Mesh.ReadOnlyMeshData example
View ExistingApi.cs
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using Debug = UnityEngine.Debug;
public class CreateSceneMesh : MonoBehaviour
{
[MenuItem("GameObject/Create Scene Mesh %G")]
@aras-p
aras-p / xformJson.sh
Last active May 31, 2019
Using jq to manipulate build DAG json
View xformJson.sh
cat artifacts/tundra/${1}.dag1.json | ./jq-osx-amd64 ".Nodes[] | {ann: .Annotation, act: (try .Action catch \"\"|split(\" \")|unique), txt: (try .WriteTextFilePayload catch \"foo\"|split(\" \")|map(split(\",\")|map(split(\"\\n\")))|add|add|unique), inp:.Inputs|unique}" >artifacts/_/${1}.dag1.json
cat artifacts/tundra/${1}.dag.json | ./jq-osx-amd64 ".Nodes[] | {ann: .Annotation, act: (try .Action catch \"\"|split(\" \")|unique), txt: (try .WriteTextFilePayload catch \"foo\"|split(\" \")|map(split(\",\")|map(split(\"\\n\")))|add|add|unique), inp:.Inputs|unique}" >artifacts/_/${1}.dag.json
diff -Naur artifacts/_/${1}.dag1.json artifacts/_/${1}.dag.json >artifacts/_/_${1}.diff
@aras-p
aras-p / example.shader
Created May 31, 2019
DX10 HLSL style textures and samplers in Unity
View example.shader
// Example of using DX10-style HLSL texture and sampler objects in
// Unity shaders
Shader "Unlit/Example"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
@aras-p
aras-p / gpu_ids.cpp
Created Apr 30, 2019
Really old list of GPU PCI IDs and ballpark perf numbers
View gpu_ids.cpp
// Device ID lists based on:
// General everything: http://pciids.sourceforge.net/pci.ids
// ATI:
// May 2011, http://developer.amd.com/gpu_assets/ATI_Device_ID_List_May_2011.txt
// July 2010, http://developer.amd.com/gpu_assets/ATI_Device_ID_List_July_2010.txt
// Jan 2009, http://developer.amd.com/gpu_assets/ATI_Device_IDs_Jan_09.txt
// NVIDIA:
// Home: http://developer.nvidia.com/content/device-id-list
// March 2010, http://www.nvidia.com/object/device_ids.html
@aras-p
aras-p / package_builds_vs2017.cmd
Created Apr 9, 2019
Packaging up Visual Studio & Windows 10 SDK for in-repository usage
View package_builds_vs2017.cmd
@echo off
@rem Packages up VS2017 toolchain into builds.7z archive
@set TOOLS_VERSION=14.13.26128
@cd "%~dp0"
@set VC_PATH=%ProgramFiles(x86)%\Microsoft Visual Studio\2017\Professional\VC\
@if not exist "%VC_PATH%" goto error_no_vs
@if not exist "%VC_PATH%"Tools\MSVC\%TOOLS_VERSION% goto error_no_vs
@aras-p
aras-p / InfiniteSky.shader
Created Feb 1, 2019
"Infinite sky" shader for unity
View InfiniteSky.shader
Shader "Unlit/InfiniteSky"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// make this render super early inside transparencies
Tags { "RenderType"="Transparent-400" }