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@bgolus
bgolus / StereographicProjectionBubble.shader
Created February 28, 2020 06:33
Modifying UVs using stereographic projection to create the illusion of a sphere.
Shader "Unlit/StereographicProjectionBubble"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PanSpeed ("Pan Speed", Float) = 0.1
_Spherify ("Spherify", Range(0,1)) = 1
}
SubShader
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using TMPro;
using System.Text.RegularExpressions;
public class ButtonNameToText : EditorWindow
{
@De-Panther
De-Panther / UnityLoaderCompatibilityCheck.js
Last active February 27, 2021 00:42
Unity WebGL on mobile - Code snippet for patching UnityLoader.compatibilityCheck() so it won't show popup message on mobile. Works in Unity 2018 and 2019. Unity 2020 switched templates and don't need it.
UnityLoader.compatibilityCheck = function (unityInstance, onsuccess, onerror) {
if (!UnityLoader.SystemInfo.hasWebGL) {
unityInstance.popup('Your browser does not support WebGL',
[{text: 'OK', callback: onerror}]);
} else {
onsuccess();
}
}
// now you can call ... var unityInstance = UnityLoader.instantiate( ...
@kentbrew
kentbrew / cookies.md
Last active October 20, 2024 15:55
Quick-read cookies via browser extension

Here's a thing you can do to quickly reveal any or all cookies set on your WebExtensions-compatible browser from any domain. For this example we'll use Chrome but it should work wherever you can debug a browser extension.

You need to have at least one add-on installed that has a background page; to find it, go to chrome://extensions, be sure Developer Mode is on (top right sliding switch) and see if any of your installed extensions has a link to background page next to Inspect Views.

Once you find a link to a background page, click it. A Web inspector should appear; when it does, go to the Console tab and paste this:

chrome.cookies.getAll(
  {domain: "facebook.com"},
 results => {
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active November 22, 2025 13:18
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

## Compute the Fourier coefficients of the harmonic parametrization of the
## boundary of the Mandelbrot set, using the formulae given in following paper:
## John H. Ewing & Glenn Schober, "The area of the Mandelbrot set",
## Numer. Math. 61 (1992) 59-72 (esp. formulae (7) and (9)). (Note that their
## numerical values in table 1 give the coefficients of the inverse series.)
## The coefficients ctab[m] are the b_m such that z + sum(b_m*z^-m) defines a
## biholomorphic bijection from the complement of the unit disk to the
## complement of the Mandelbrot set. The first few values are:
## [-1/2, 1/8, -1/4, 15/128, 0, -47/1024, -1/16, 987/32768, 0, -3673/262144]
@aras-p
aras-p / CreateOneMeshFromWholeScene.cs
Last active May 16, 2025 07:44
Mesh.MeshData example
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
@dpid
dpid / how-to-notarize-unity-for-macos.md
Last active October 19, 2025 22:11
How to notarize a Unity build for MacOs 10.15 Catalina

How to notarize a Unity build for macOs 10.15 Catalina

As of January 2020, all apps running on macOs 10.15 Catalina are required to be notarized. For Unity games distributed outside the Mac App Store, such as with Steam, the notarization process is done post build using a series of Xcode command line tools.

Prerequisites

  • a Mac that is compatible with macOs 10.15 Catalina :
    • MacBook (2015 or newer)
    • MacBook Air (2012 or newer)
  • MacBook Pro (2012 or newer)
@shubhamwagh
shubhamwagh / TexturedMeshSteps.md
Last active September 25, 2025 22:55
Steps to create textured mesh from point cloud using Meshlab

Steps to create Textured Mesh from Point Cloud using Meshlab

Get your PointCloud into MeshLab

  • Import the pointcloud file in ".ply" file format in Meshlab. Before importing make sure you do some pre-processing / cleaning on point cloud so as to ease the process of meshing.

Point Cloud Simplification and Normals Computation

  • Next we need to reduce the number of point samples for smooth meshing.
    • So go to Filters -> Point Set -> Point Cloud Simplification. Enter Number of samples circa 5% of original number of points. Make sure Best Sample Heuristic is checked.
  • After point cloud simplification, make sure to select Simplified point cloud in the Show Layer Dialog on the right hand side. If not visible, it can be opened by navigating to View -> Show Layer Dialog. Now we need to compute normals for point set.
  • So go to Filters -> Point Set -> Compute normals for point sets . Enter Neighbour num between 10 - 100. Initially try with 10 and
@ayamflow
ayamflow / cheap-parabola.glsl
Last active October 3, 2024 09:46
Cheap parabola in GLSL
// Doesn't require pow()
// Not smoothed i.e. like a triangle function
float linearParabola(float x) {
return 1.0 - abs(x * 2.0 - 1.0);
}
// Slightly smoothed, no math function
float parabola(float x) {
return 4.0 * x * (1.0 - x);