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// Copyright 2021 Matthew Sitton
// 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
@totallyRonja
totallyRonja / MovingParticleContext.cs
Last active December 25, 2022 07:53
This script allows you to display movement of particle systems without them moving for tweaking them in the editor. This script is CC0, but I'd be happy if you credit me as Ronja(https://twitter.com/totallyRonja) and maybe give me some money for what I do (https://www.patreon.com/RonjaTutorials) (https://ko-fi.com/ronjatutorials)
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEngine;
using UnityEditor;
using UnityEditor.EditorTools;
// Tagging a class with the EditorTool attribute and no target type registers a global tool. Global tools are valid for any selection, and are accessible through the top left toolbar in the editor.
[EditorTool("Moving Particle Context")]
Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always
# git clone https://github.com/NVlabs/stylegan2
import os
import numpy as np
from scipy.interpolate import interp1d
from scipy.io import wavfile
import matplotlib.pyplot as plt
import PIL.Image
import moviepy.editor
import dnnlib
@HAliss
HAliss / CurveDissolve.shader
Last active June 7, 2022 17:26
Creates a monochromatic texture with color values from a given animation curve
Shader "Custom/CurveDissolve"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_CurveTexture("Curve texture", 2D) = "white" {}
_Cutoff("Cutoff", Range(0,1)) = 0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
@sneha-belkhale
sneha-belkhale / Fbm.cginc
Last active January 21, 2026 17:06
Fractal Brownian Motion function to include in Unity Shader
float hash (float2 n)
{
return frac(sin(dot(n, float2(123.456789, 987.654321))) * 54321.9876 );
}
float noise(float2 p)
{
float2 i = floor(p);
float2 u = smoothstep(0.0, 1.0, frac(p));
float a = hash(i + float2(0,0));
@pgtwitter
pgtwitter / file.frag
Last active June 15, 2025 21:00
audio visualizer on glsl-livecoder( https://atom.io/packages/glsl-livecoder )
//audio visualizer on glsl-livecoder ( https://atom.io/packages/glsl-livecoder )
precision mediump float;
uniform float time;
uniform vec2 resolution;
uniform sampler2D spectrum;
uniform sampler2D samples;
uniform float volume;
uniform sampler2D backbuffer;
float PI = 3.14159265359;