Skip to content

Instantly share code, notes, and snippets.

View mi1890's full-sized avatar
💭
Confusing

M1890's mi1890

💭
Confusing
  • BEIJING
View GitHub Profile
@CriDos
CriDos / launch.json
Last active October 8, 2025 13:57
Debugging .NET Projects in Cursor with netcoredbg: launch.json Example
{
"version": "0.2.0",
"configurations": [
{
"name": "Client (Debug)",
"type": "coreclr",
"request": "launch",
"preLaunchTask": "build-client-debug",
"program": "${workspaceFolder}/Build/Debug/HardClient.exe",
"args": [],
@mi1890
mi1890 / FloatingOrigin.cs
Created September 24, 2022 12:01 — forked from brihernandez/FloatingOrigin.cs
Floating origin to handle large worlds in Unity.
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling
// URL: http://wiki.unity3d.com/index.php/Floating_Origin
using UnityEngine;
using UnityEngine.SceneManagement;
public class FloatingOrigin : MonoBehaviour
{
[Tooltip("Point of reference from which to check the distance to origin.")]
public Transform ReferenceObject = null;
@Chikanut
Chikanut / SeeThroughMask.hlsl
Last active September 20, 2022 01:22
This is HLSL code of See Through feature, all parameters of shader must be globally seted.
float2 WorldToScreenPos(float3 pos){
pos = normalize(pos - _WorldSpaceCameraPos)*(_ProjectionParams.y + (_ProjectionParams.z - _ProjectionParams.y))+_WorldSpaceCameraPos;
float2 uv =0;
float3 toCam = mul(unity_WorldToCamera, pos);
float camPosZ = toCam.z;
float height = 2 * camPosZ / unity_CameraProjection._m11;
float width = _ScreenParams.x / _ScreenParams.y * height;
uv.x = (toCam.x + width / 2)/width;
uv.y = (toCam.y + height / 2)/width;
return uv;
@tattyd
tattyd / Shadow.cs
Last active October 21, 2025 07:33
Soft shadow control for Unity UI Toolkit
/* MIT License
Copyright (c) 2022 David Tattersall
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:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.agrawalsuneet.unitysharingclient" xmlns:tools="http://schemas.android.com/tools" android:installLocation="preferExternal">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
<application android:theme="@style/UnityThemeSelector" android:icon="@mipmap/app_icon" android:label="@string/app_name" android:isGame="true" android:banner="@drawable/app_banner">
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screenOrientation="fullSensor" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false">
<intent-filter>
<action andro
Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always

Initialization

UniTaskLoopRunnerYieldInitialization
UniTaskLoopRunnerInitialization
PlayerUpdateTime
DirectorSampleTime
AsyncUploadTimeSlicedUpdate
SynchronizeInputs
SynchronizeState
XREarlyUpdate

@brihernandez
brihernandez / FloatingOrigin.cs
Last active August 11, 2025 03:53
Floating origin to handle large worlds in Unity.
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling
// URL: http://wiki.unity3d.com/index.php/Floating_Origin
using UnityEngine;
using UnityEngine.SceneManagement;
public class FloatingOrigin : MonoBehaviour
{
[Tooltip("Point of reference from which to check the distance to origin.")]
public Transform ReferenceObject = null;
@CarlLee
CarlLee / Bloom.shader
Last active August 27, 2024 02:43
UE4 bloom for unity
Shader "Hidden/Bloom"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
struct appdata
@zhuziyi1989
zhuziyi1989 / URL Schemes.md
Last active October 26, 2025 10:26
iOS 系统上常用的 URL Schemes 收集

** 由于此文年事已久,可能某些 URL Schemes 已失效,可在评论区留言指出!(最后更新于 2024.10.28)

关于 URL Scheme 你知道多少?

iOS 系统中

由于苹果的各应用都是在沙盒中,不能够互相之间访问或共享数据。但是苹果还是给出了一个可以在 APP 之间跳转的方法:URL Scheme。简单的说,URL Scheme 就是一个可以让 APP 相互之间可以跳转的协议。每个 APP 的 URL Scheme 都是不一样的,如果存在一样的 URL Scheme,那么系统就会响应先安装那个 APP 的 URL Scheme,因为后安装的 APP 的 URL Scheme 被覆盖掉了,是不能被调用的。

Android 系统中