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Scanned by Melora of HistoryofHyrule.com [email protected]
Credit Sources: If you talk about, or use these, somewhere then a link back to historyofhyrule.com would be greatly appreciated. When people know where to find things it helps them learn more and find more of what they might love. It also often helps connect me with people who can help me find out more about information or content I may be missing.
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Notes as of 2025-07-29:
- This was scanned at 2400dpi on an Epson Perfection v600 Flatbed
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// a different way of generating random values that may "feel" better than true randomness
// every possible value will show up once, but in a random order
// it simply draws from the "bag" every time you get NextValue
//
// construct either with a list of values, or a size for the most common use
// list values like: new {1, 1, 2, 2, 3, 4};
@jhocking
jhocking / LitTransparentWithDepth.shader
Last active March 11, 2021 18:09
Lit shader with both transparency and depth sorting
// surface shader version of https://forum.unity.com/threads/gltfutility-a-simple-gltf-plugin.654319/page-4#post-6854009
// how to enable transparency for surface shaders
// https://forum.unity.com/threads/transparency-with-standard-surface-shader.394551/
// https://forum.unity.com/threads/simply-adding-alpha-fade-makes-my-shader-only-work-in-scene-view.546852/
Shader "Custom/LitTransparentWithDepth"
{
Properties
{
@jhocking
jhocking / UnlitTransparentWithDepth.shader
Last active February 19, 2022 15:49
Unlit shader with both transparency and depth sorting
// addresses https://forum.unity.com/threads/gltfutility-a-simple-gltf-plugin.654319/page-3#post-6041123
// relevant documentation:
// https://docs.unity3d.com/Manual/SL-Blend.html
// https://docs.unity3d.com/Manual/SL-CullAndDepth.html
// https://forum.unity.com/threads/function-of-the-clip-command.93179/
// clip() is basically the same as 'discard' https://learnopengl.com/Advanced-OpenGL/Blending
// https://answers.unity.com/questions/1242982/discard-pixels-from-fragment-shader-based-on-scree.html
// if you don't want 'float4 _MainTex_ST;' and TRANSFORM_TEX(v.uv, _MainTex);
@jhocking
jhocking / AddColliderAroundChildren
Created February 10, 2021 15:57
Create a BoxCollider that surrounds an object and its children
// https://gamedev.stackexchange.com/questions/129116/how-to-create-a-boxcollider-which-surrounds-the-gameobject-and-all-of-his-child
private void AddColliderAroundChildren(GameObject assetModel)
{
var pos = assetModel.transform.localPosition;
var rot = assetModel.transform.localRotation;
var scale = assetModel.transform.localScale;
// need to clear out transforms while encapsulating bounds
assetModel.transform.localPosition = Vector3.zero;
assetModel.transform.localRotation = Quaternion.identity;
@jhocking
jhocking / TintedUIBlur.shader
Created February 9, 2021 16:17
Blur the background behind UI
// blur shader from https://stackoverflow.com/questions/29030321/unity3d-blur-the-background-of-a-ui-canvas
// added toggle https://forum.unity.com/threads/shader-properties-no-bool-support.157580/#post-3013337
Shader "Custom/TintedUIBlur" {
Properties {
_Size("Blur", Range(0, 30)) = 3
[HideInInspector] _MainTex("Masking Texture", 2D) = "white" {}
_AdditiveColor("Additive Tint color", Color) = (0, 0, 0, 0)
_MultiplyColor("Multiply Tint color", Color) = (1, 1, 1, 1)
[Toggle(MAKE_DESATURATED)] _MakeDesaturated ("Desaturate", Float) = 0