Skip to content

Instantly share code, notes, and snippets.

Aras Pranckevičius aras-p

Block or report user

Report or block aras-p

Hide content and notifications from this user.

Learn more about blocking users

Contact Support about this user’s behavior.

Learn more about reporting abuse

Report abuse
View GitHub Profile
@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
@aras-p
aras-p / CreateOneMeshFromWholeScene.cs
Last active Nov 27, 2019
Mesh.MeshData example
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" }
@aras-p
aras-p / cleanup.sh
Last active Sep 5, 2018
Cleanup dotPeek decompiled C# file output
View cleanup.sh
find . -name "*" -type f | xargs sed -i -e "/ MVID: /d"
find . -name "*" -type f | xargs sed -i -e "/ Assembly location: /d"
find . -name "*" -type f | xargs sed -i -e "/\[FreeFunction/d"
find . -name "*" -type f | xargs sed -i -e "/\[NativeHeader/d"
find . -name "*" -type f | xargs sed -i -e "/\[NativeType/d"
find . -name "*" -type f | xargs sed -i -e "/\[NativeName/d"
find . -name "*" -type f | xargs sed -i -e "/\[NativeClass/d"
find . -name "*" -type f | xargs sed -i -e "/\[EditorBrowsable/d"
find . -name "*" -type f | xargs sed -i -e "/\[StaticAccessor/d"
You can’t perform that action at this time.