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Keqing Story Quest When?

Terry Nguyen terrehbyte

Keqing Story Quest When?
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terrehbyte / material-design-breakpoints.css
Created June 11, 2017 03:32 — forked from eyecatchup/material-design-breakpoints.css
CSS media queries based on the breakpoint guidance published by the Material Design team. http://www.google.com/design/spec/layout/adaptive-ui.html#adaptive-ui-breakpoint
/* Material Design Adaptive Breakpoints */
/*
Below you'll find CSS media queries based on the breakpoint guidance
published by the Material Design team. You can choose to use, customise
or remove these breakpoints based on your needs.
http://www.google.com/design/spec/layout/adaptive-ui.html#adaptive-ui-breakpoints
*/
/* mobile-small */
<!doctype html>
<!-- http://taylor.fausak.me/2015/01/27/ios-8-web-apps/ -->
<html>
<head>
<title>iOS 8 web app</title>
<!-- CONFIGURATION -->
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[RequireComponent(typeof(Camera))]
public class CameraDump : MonoBehaviour
{
private int imageCount;
@terrehbyte
terrehbyte / UniversalPipelineTemplateShader.shader
Last active October 19, 2021 00:22 — forked from phi-lira/UniversalPipelineTemplateShader.shader
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 8.2.x < 10
// URP 8.2.X - Lit Shader Template
// Forked by @terrehbyte from https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba
// Changes made per comments from @Dan3dd - https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba#gistcomment-3259431
//
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0