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@herohiralal
herohiralal / morrowind_pure_mage.md
Created January 2, 2023 11:40
Playing a Pure Mage in Morrowind: A Comprehensive Guide

Playing a Pure Mage in Morrowind: A Comprehensive Guide

Table of Contents

I. Introduction
II. Mods: Do I Need Them?
III. Creating Your Character
IV. Character Growth and Progression
V. Effective Spell Design
VI. Advanced Enchanting Guide

@herohiralal
herohiralal / Archetype.cs
Created February 15, 2022 04:03
HiraBots sample 1
using UnityEngine;
using UnityEngine.AI;
namespace AIEngineTest
{
public class Archetype : MonoBehaviour,
IHiraBotArchetype<NavMeshAgent>,
IHiraBotArchetype<Animator>,
IHiraBotArchetype<ConsolidatedSensor>,
IHiraBotArchetype<HiraLGOAPRealtimeBot>,
@herohiralal
herohiralal / CurveController.cs
Last active January 19, 2022 22:15
Add curvature to the rendering without changing simulation code. Modified for a specific use-case where +Z/-Z have a different curvature.
using UnityEngine;
namespace AIEngineTest
{
public class CurveController : MonoBehaviour
{
private static CurveController s_Instance = null;
private const float k_StraightDistanceClamp = 50f;
private const float k_CurvatureClamp = 10f;
@herohiralal
herohiralal / CurveController.cs
Created January 18, 2022 18:25
Add curvature to the rendering without changing simulation code.
using UnityEngine;
namespace AIEngineTest
{
public class CurveController : MonoBehaviour
{
private static CurveController s_Instance = null;
private const float k_StraightDistanceClamp = 50f;
private const float k_CurvatureClamp = 10f;
@herohiralal
herohiralal / Pixelated.shader
Created July 13, 2021 17:52
URP pixelation post-processing FX shader.
Shader "Universal Render Pipeline/Post-Processing/Pixelated"
{
Properties
{
[MainTex] [HideInInspector] _MainTex ("Base Map", 2D) = "white" { }
_Width ("Width", Int) = 320
_Height ("Height", Int) = 180
_PixelRadius ("Pixel Radius", Range(0, 0.5)) = 0.25
}
SubShader
@herohiralal
herohiralal / EdgeDetection.shader
Created June 29, 2021 02:20
URP Sobel Edge Detection
Shader "Universal Render Pipeline/Post-Processing/EdgeDetection"
{
Properties
{
[Toggle(ENABLED)] __enabled("Enabled", Float) = 1
[MainTex] [HideInInspector] _MainTex ("Base Map", 2D) = "white" { }
[MainColor] _Color ("Color", Color) = (1, 1, 1, 1)
_Thickness ("Thickness", Float) = 0
@herohiralal
herohiralal / GlassShader
Created June 24, 2021 16:30
Glass shader for URP.
Shader "SimpleLit/Glass"
{
Properties
{
[MainTex] _BaseMap ("Base Map", 2D) = "white" { }
[MainColor][HDR] _Color ("Color", Color) = (1, 1, 1, 1)
_BlurStrength("Blur Strength", Range(0, 1)) = 1
_Gloss("Gloss", Range(0, 1)) = 1
_Thickness("Thickness", Range(0, 1)) = 0.5
}
@herohiralal
herohiralal / HiraSceneOpenerWindow.cs
Last active February 11, 2021 01:59
SceneOpenerWindow - a UIToolkit implementation of an editorwindow that lists down scenes in your project and lets you quickly open them.
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
namespace HiraEditor
{
@herohiralal
herohiralal / InteriorMapping_URP.shader
Created November 22, 2020 13:59
Interior Mapping shader written in HLSL to be used with URP.
Shader "HiraEngine/URP/InteriorMapping"
{
Properties
{
_Cubemap("Cubemap", CUBE) = "" {}
_Depth("Depth", Float) = 0
}
SubShader
{