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Fatih Türker turkerfatih

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Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always
@turkerfatih
turkerfatih / MeshDestroy.cs
Created February 3, 2021 21:19 — forked from ditzel/MeshDestroy.cs
MeshDestroy => Put it on a game object with a mesh filter and renderer. Make sure to have read/write enabled on fbx import
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshDestroy : MonoBehaviour
{
private bool edgeSet = false;
private Vector3 edgeVertex = Vector3.zero;
private Vector2 edgeUV = Vector2.zero;
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@turkerfatih
turkerfatih / Pendulum.cs
Created September 15, 2020 10:39 — forked from MadLittleMods/Pendulum.cs
A Unity script to Simulate Pendulum Motion
using UnityEngine;
using System.Collections;
// Author: Eric Eastwood (ericeastwood.com)
//
// Description:
// Written for this gd.se question: http://gamedev.stackexchange.com/a/75748/16587
// Simulates/Emulates pendulum motion in code
// Works in any 3D direction and with any force/direciton of gravity
//
@turkerfatih
turkerfatih / MathParabola.cs
Created May 3, 2020 22:28 — forked from ditzel/MathParabola.cs
A simple Math class to calculate a point in 2D or 3D space lying on a parabola. And a more complex parabola controller that you can put on an object.
using UnityEngine;
using System;
public class MathParabola
{
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t)
{
Func<float, float> f = x => -4 * height * x * x + 4 * height * x;
@turkerfatih
turkerfatih / Quaternion.shader
Created April 28, 2020 22:09 — forked from patricknelson/Quaternion.shader
Shader functions to facilitate rotation of vertex around point with a quaternion (Unity / HLSL / Cg)
// Full shader example demonstrating how to use a quaterionion to rotate a vertex around a specific point. Note that this is just a plain
// vanilla unlit shader which includes the necessary functions (see section below) and example code in the vertex shader.
//
// Forked from https://gist.github.com/nkint/7449c893fb7d6b5fa83118b8474d7dcb
// Converted from GLSL to Cg. For help with that, see https://alastaira.wordpress.com/2015/08/07/unity-shadertoys-a-k-a-converting-glsl-shaders-to-cghlsl/
//
// quaternion code from https://github.com/stackgl/gl-quat
// rotation from https://twistedpairdevelopment.wordpress.com/2013/02/11/rotating-a-vector-by-a-quaternion-in-glsl/
Shader "Unlit/Quaternion"
//Shader imported from https://docs.chaosgroup.com/display/OSLShaders/Thin+Film+Shader
Shader "Custom/ThinFilmIridescence" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
[Normal]_Normal("Normal", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ThicknessMin("ThicknessMin", float) = 250
_ThicknessMax("ThicknessMax", float) = 400
@turkerfatih
turkerfatih / TaskManager.cs
Created March 3, 2018 15:18
Fluent API for scheduling tasks in Unity. An alternative to coroutines.
using UnityEngine;
using System;
using System.Collections.Generic;
// delegate used by task queue/manager system
public delegate bool UntilTaskPredicate(float elapsedTime);
public class TaskQueue
{
// manage each step of the task queue