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@jamiephan
jamiephan / README.md
Last active October 11, 2025 13:09
A script to automatically add ALL items to your account in quixel

Script to add all items from quixel

As quixel is being removed, all items are free to aquire. This script is to automate the process to add items to your account (As of writing, a total of 18874 items)

Note: This script only tested in the latest version of Chrome.

How to use

  1. Copy the script from below (run.js)
  2. Login into https://quixel.com
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
class ShaderBuildProcessor : IPreprocessShaders
{
ShaderVariantCollection whitelist;

每个 Python 程序员可能都会遇到这样的场景:你写了一个 Python 程序,可能是一个简单的、包含单个文件的 、只使用了标准库的 Python 脚本,抑或是一个庞大的、包含多个模块的、甚至引用了大量的第三方库的复杂 Python 应用,如何将他们送到目标用户手中,让他们能很顺利地使用起来呢?

一种方案就是写一个详尽的文档,连带着你的程序一起发送给用户。文档中要说明,目标用户如何在自己机器上安装 Python 环境及依赖的包,如何对程序进行配置,等等。但倘若你的目标用户没用过 Python 甚至不懂编程,此种方案执行起来便困难重重。

另一种方案,就是将 Python 程序“打包”成可执行程序(.exe),只要目标用户具备基本的电脑操作技能,便能很容易地将程序运行起来。

在 Windows 平台上,将 Python 程序“打包”为可执行程序(.exe)的方案很多,我尝试过的方案有如下几种:

@ecker00
ecker00 / SunPosition.cs
Last active December 15, 2021 13:10
Realistic sun position based on time of year and latitude/longitude in Unity 3D. Making it possible to simulate phenomena like the midnight sun. If this came in handy, say hi over at @SnutiHQ on Twitter.
// This code is licensed under the terms of the MIT license
using UnityEngine;
public class SunPosition : MonoBehaviour
{
[SerializeField, Range(-90f, 90f)]
public float latitude = 69.6546f;
[SerializeField, Range(-180f, 180f)]
public float longitude = 18.9637f;
@kjmph
kjmph / A_UUID_v7_for_Postgres.sql
Last active October 1, 2025 12:19
Postgres PL/pgSQL function for UUID v7 and a bonus custom UUID v8 to support microsecond precision as well. Read more here: https://datatracker.ietf.org/doc/rfc9562/
-- Based off IETF draft, https://datatracker.ietf.org/doc/draft-peabody-dispatch-new-uuid-format/
create or replace function uuid_generate_v7()
returns uuid
as $$
begin
-- use random v4 uuid as starting point (which has the same variant we need)
-- then overlay timestamp
-- then set version 7 by flipping the 2 and 1 bit in the version 4 string
return encode(
@staggartcreations
staggartcreations / GlobalShaderParams.cs
Last active July 8, 2025 12:15
Component for passing values through Shader.SetGlobalXXX
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class GlobalShaderParams : MonoBehaviour
{
@Cyanilux
Cyanilux / Tex2DArrayCreator.cs
Last active October 17, 2023 12:00
EditorWindow for creating & editing Texture 2D Arrays. Note : All textures must have same width/height, mipmap count and format/compression type! (Place in an "Editor" folder inside assets, go to Window -> "Create Texture2DArray")
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.IO;
public class Tex2DArrayCreator : EditorWindow {
private string fileName;
private List<Texture2D> textures = new List<Texture2D>();
@cjaube
cjaube / RenderingPipelineDefines.cs
Created May 29, 2020 02:38
Generate Unity #define directives for selected rendering pipelines.
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
[InitializeOnLoad]
public class RenderingPipelineDefines
{
enum PipelineType
@phi-lira
phi-lira / UnlitTexture.shader
Last active August 18, 2025 21:38
URP Unlit Texture example
Shader "Custom/UnlitTexture"
{
Properties
{
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1)
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {}
}
// Universal Render Pipeline subshader. If URP is installed this will be used.
SubShader
@gekidoslair
gekidoslair / ResetParentTransform.cs
Created November 10, 2019 01:07
Quick utility to reset a parent GameObject position to 0,0,0 without screwing up the child positions
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace MWU.Shared.Utilities
{
public static class ResetParentTransform
{
[MenuItem("Tools/Edit/Reset Parent Transform %_r")]
public static void DistributeObjectsEvenly()