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  • Málaga, Spain
  • 07:58 (UTC +02:00)
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@AncientJames
AncientJames / pixelmap.py
Created February 28, 2025 02:14
This is the TPC I used to pixel map the Fibrovisor ( https://www.youtube.com/watch?v=zz59e1wWyVc ). It uses rgbmatrix ( https://github.com/hzeller/rpi-rgb-led-matrix ) to light up one pixel at a time, and opencv to record the position of the brightest spot in the frame.
#!/usr/bin/env python
import time
import sys
import getpass
from rgbmatrix import RGBMatrix, RGBMatrixOptions
import cv2 as cv
options = RGBMatrixOptions()
options.hardware_mapping = 'regular'
@jamiephan
jamiephan / README.md
Last active April 27, 2025 08:29
A script to automatically add ALL items to your account in quixel

Script to add all items from quixel

As quixel is being removed, all items are free to aquire. This script is to automate the process to add items to your account (As of writing, a total of 18874 items)

Note: This script only tested in the latest version of Chrome.

How to use

  1. Copy the script from below (run.js)
  2. Login into https://quixel.com
@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active March 16, 2025 05:51
A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
///////////////////////////////////////////////////////////////////////////////
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader
// AUTHOR: Freya Holmér
// LICENSE: Use for whatever, commercial or otherwise!
// Don't hold me liable for issues though
// But pls credit me if it works super well <3
// LIMITATIONS: There's some precision loss beyond 3 decimal places
// CONTRIBUTORS: yes please! if you know a more precise way to get
// decimal digits then pls lemme know!
// GetDecimalSymbolAt() could use some more love/precision
@bazhenovc
bazhenovc / the_sane_rendering_manifesto.md
Last active March 15, 2025 08:44
The Sane Rendering Manifesto

The Sane Rendering Manifesto

The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.

These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.

Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.

Do not use dynamic resolution.

@passivestar
passivestar / Editor.tres
Last active January 12, 2025 21:14
Godot editor theme
[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"]
content_margin_left = 10.5
content_margin_top = 8.75
content_margin_right = 10.5
content_margin_bottom = 8.75
bg_color = Color(0.117647, 0.117647, 0.117647, 1)
draw_center = false
border_color = Color(1, 1, 1, 0.137255)
@HungryProton
HungryProton / depth_override_shader.gdshader
Last active March 29, 2024 12:45
A Godot 4 shader to make things appear on top of other things within a range.
// A Godot 4 shader to make things appear on top of other things within a range.
// Initially, this was made so my characters' facial features would be rendered on top of their hair.
shader_type spatial;
render_mode unshaded;
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
// Maximum depth we can overdraw relative to the object original depth, in ENGINE UNITS.
#if UNIVERSAL_RENDERER
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Experimental.Rendering;
@martymcmodding
martymcmodding / MMPX.fx
Last active May 31, 2023 13:47
McGuire & Mara, MMPX Style-Preserving Pixel Art Magnification, port to ReShade
/*
Copyright 2020 Morgan McGuire & Mara Gagiu.
Provided under the Open Source MIT license https://opensource.org/licenses/MIT
by Morgan McGuire and Mara Gagiu.
*/
/*=============================================================================
ReShade 4 effect file
github.com/martymcmodding
@dorodo95
dorodo95 / GenerateVectorData.cs
Last active July 11, 2023 00:20
Object Smearing via Shader
using UnityEngine;
public class GenerateVectorData : MonoBehaviour
{
private SkinnedMeshRenderer m_mesh;
private Mesh skinnedMeshCache;
private Vector3[] vertexFrameCache1;
private Vector3[] vertexFrameCache2;
private Vector3[] vertexFrameCache3;
private ComputeBuffer vertexBuffer1;
@gekidoslair
gekidoslair / TextureProcessor.cs
Last active April 13, 2020 18:30
Batch apply textures to materials
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[System.Serializable]
public class MaterialEntry
{
public Material material;
public List<Texture2D> textures;