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@wonkee-kim
wonkee-kim / LookupTextureGenerator.cs
Last active December 9, 2019 01:30
LUT default image generator on Unity editor.
// https://gist.github.com/WonkyKIM/58c75a3226e1e84e8b1af2167accfe1f
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
public class LookupTextureGenerator : MonoBehaviour {
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ConfigurableStandard.shader" company="Supyrb">
// https://github.com/supyrb/ConfigurableShaders/blob/master/Shaders/ConfigurableStandard.shader?fbclid=IwAR1lolNLIXdN5clTZaRpCSCxxxXtB8VzWnBWfrWkFlAgdkPcy2mp1xXwZ7g
// Copyright (c) 2019 Supyrb. All rights reserved.
// </copyright>
// <repository>
// https://github.com/supyrb/ConfigurableShaders
// </repository>
// <author>
// Johannes Deml
Shader "Custom/CameraOpaqueTexture_example" {
Properties{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
[HeaderHelpURL(Rendering)]
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
@wonkee-kim
wonkee-kim / DisplayConsole.cs
Created February 19, 2020 23:39
Display Unity's console screen
using UnityEngine;
using UnityEngine.UI;
public class DisplayConsole :MonoBehaviour {
[SerializeField] Text text;
void OnEnable() {
Application.logMessageReceived += LogMessage;
}
@wonkee-kim
wonkee-kim / Unity FPSDisplay
Last active February 20, 2020 02:49
Unity C# - FPS Display
using UnityEngine;
using UnityEngine.UI;
public class FPSDisplay : MonoBehaviour {
[SerializeField] private Canvas _canvas;
[SerializeField] private Text _text;
[SerializeField] private float _refreshTime = 0.5f;
private float _timer = 0;
@wonkee-kim
wonkee-kim / Unity File Utilities
Created July 30, 2020 21:32
FileUtilities.cs
using UnityEngine;
using System.IO;
using System.Text.RegularExpressions;
public class FileUtilities
{
#region SAVE_LOAD_MOVE
public static void SaveFile(string data, string path, string name, bool isOverwrite=true) {
if(isOverwrite) {
@wonkee-kim
wonkee-kim / BlitPass.cs
Last active July 6, 2022 16:56
Unity URP BlitPass with comments
// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/BlitPass.cs
// https://samdriver.xyz/articles/scriptableRender.htm
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
/// <summary>
/// Copy the given color buffer to the given destination color buffer.
///
@wonkee-kim
wonkee-kim / Blit.cs
Created August 11, 2020 00:31
Unity URP Blit with comments
// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/Blit.cshttps://samdriver.xyz/articles/scriptableRender.html
// https://samdriver.xyz/articles/scriptableRender.html
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/Blit.cs
@wonkee-kim
wonkee-kim / MyRenderPass.cs
Created August 11, 2020 00:33
Simplified version of ScriptableRenderPass
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
public class MyRenderPass :ScriptableRenderPass {
string m_profilerTag;
Material m_blitMaterial;
@wonkee-kim
wonkee-kim / MyRendererFeature.cs
Created August 11, 2020 00:33
Simplified version of ScriptableRendererFeature
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
public class MyRendererFeature : ScriptableRendererFeature {
[System.Serializable]