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Anton Kolchunov Garfeild

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@miguelSantirso
miguelSantirso / ImageFadeIn.cs
Last active December 10, 2022 16:31
Erosion fade in shader used in "La Última Flor de Lazlar"
using UnityEngine;
using UnityEngine.UI;
// Set _ScaleAndOffset in the shader so that our math works as expected with textures in atlases :)
[ExecuteInEditMode]
public class ImageFadeIn : MonoBehaviour
{
[SerializeField]
private Image target;
@LotteMakesStuff
LotteMakesStuff / InspectorButtonsTest.cs
Last active November 10, 2024 13:09
Code running pack! two property drawing scripts that make it super easy to trigger code via buttons in the inspector, and get feedback! [TestButton] draws you little buttons that call a method on your MonoBehaviour, and [ProgressBar] give you a great way to show feedback from long running methods. These are *super* helpful for things like proced…
using UnityEngine;
using System.Collections;
public class InspectorButtonsTest : MonoBehaviour
{
[TestButton("Generate world", "DoProcGen", isActiveInEditor = false)]
[TestButton("Clear world", "ClearWorld", 2, isActiveInEditor = false)]
[ProgressBar(hideWhenZero = true, label = "procGenFeedback")]
public float procgenProgress = -1;
/*
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader.
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites,
then reuse this Material on all appropriate Sprite Renderers.
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders:
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html)
This is not for scaled or rotated artwork. If you need those features, look at low res render textures.
Use this however you want.
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
public class ColorToCSharp : EditorWindow
{
[SerializeField]
private bool _usedColorPickerOnce = false;
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active April 15, 2025 14:16
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@keiranlovett
keiranlovett / GlitchEffect.shader
Created January 31, 2014 12:25
Unity: Glitch Effect
// This work is licensed under a Creative Commons Attribution 3.0 Unported License.
// http://creativecommons.org/licenses/by/3.0/deed.en_GB
//
// You are free:
//
// to copy, distribute, display, and perform the work
// to make derivative works
// to make commercial use of the work
@jpwatts
jpwatts / xcode-git-version.sh
Created May 11, 2011 16:42
This Xcode 4 build phase script automatically sets the version and short version string of an application bundle based on information from the containing Git repository.
#!/bin/bash
# This script automatically sets the version and short version string of
# an Xcode project from the Git repository containing the project.
#
# To use this script in Xcode 4, add the contents to a "Run Script" build
# phase for your application target.
set -o errexit
set -o nounset