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@zanshin
zanshin / .zshrc
Created August 12, 2011 19:09
My .zshrc file
# Path to your oh-my-zsh configuration.
export ZSH=$HOME/.oh-my-zsh
# Set name of the theme to load.
# Look in ~/.oh-my-zsh/themes/
# Optionally, if you set this to "random", it'll load a random theme each
# time that oh-my-zsh is loaded.
#export ZSH_THEME="robbyrussell"
export ZSH_THEME="zanshin"
@Xaychru
Xaychru / Radial.glsl
Created May 19, 2014 15:18 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
#define PI 3.141592653589
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
@keijiro
keijiro / Mobile-Particle-Add-Revised.shader
Last active April 24, 2022 18:49
Revised version of Mobile/Particles/Additive shader (Unity built-in shader)
Shader "Custom/Mobile/Particles/Additive"
{
Properties
{
_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex("Particle Texture", 2D) = "white" {}
}
CGINCLUDE
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active July 17, 2024 10:54
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@crimsonsuv
crimsonsuv / bottom_sheet_fix.dart
Created November 29, 2018 07:02
Flutter Modal bottom sheet whith input fix and full screen sheet
//Flutter Modal Bottom Sheet
//Modified by Suvadeep Das
//Based on https://gist.github.com/andrelsmoraes/9e4af0133bff8960c1feeb0ead7fd749
import 'dart:async';
import 'package:flutter/material.dart';
import 'package:meta/meta.dart';
const Duration _kBottomSheetDuration = const Duration(milliseconds: 200);
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active July 10, 2024 08:04
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@keijiro
keijiro / pugrad.md
Last active November 15, 2021 09:42

Pugrad

photo

Pugrad is a color gradient generator for Unity that supports commonly-used perceptually uniform colormaps.

At the moment, Pugrad supports the following colormaps:

@vassvik
vassvik / Simulation_Projection.md
Last active July 11, 2024 10:55
Realtime Fluid Simulation: Projection

Realtime Fluid Simulation: Projection

The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection

MG4_F32.mp4

Stable Fluids

The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.