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Damon Fedorick Ddemon26

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Ddemon26 / UnityDefaultStyleSheet.uss
Created June 18, 2025 14:36
Unitys default style sheet extracted
.unity-button {
border-radius: 0;
-unity-text-align: middle-center;
flex: 0 0 auto;
overflow: hidden;
white-space: nowrap;
background-color: rgb(188, 188, 188);
border-color: rgb(149, 149, 149);
border-width: 1px;
padding-left: 12px;
@HAliss
HAliss / VolumetricFogTutorial.shader
Created January 13, 2025 08:03
A simple volumetric fog shader
Shader "Tutorial/VolumetricFog"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_MaxDistance("Max distance", float) = 100
_StepSize("Step size", Range(0.1, 20)) = 1
_DensityMultiplier("Density multiplier", Range(0, 10)) = 1
_NoiseOffset("Noise offset", float) = 0
@adammyhre
adammyhre / HierarchyIconDrawer.cs
Created November 9, 2024 16:54
Unity Hierarchy Icons
using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
[InitializeOnLoad]
public static class HierarchyIconDrawer {
static readonly Texture2D requiredIcon = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/_Project/Art/RequiredIcon.png");
@adammyhre
adammyhre / ProjectSetup.cs
Last active November 5, 2025 08:55
Automated Unity Project Setup Script
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using static System.Environment;
@adammyhre
adammyhre / .gitconfig
Created March 17, 2024 03:05
.gitconfig
[user]
email = username@example.com
name = Your Name
[alias]
co = checkout
ct = commit
ci = commit
st = status -sb
br = branch
@adammyhre
adammyhre / SerializableType.cs
Last active November 17, 2025 01:34
SerializableType and Supporting classes
using System;
using System.Linq;
using UnityEditor;
using UnityEngine;
[Serializable]
public class SerializableType : ISerializationCallbackReceiver {
[SerializeField] string assemblyQualifiedName = string.Empty;
public Type Type { get; private set; }
using System;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
#if UNITY_EDITOR
using UnityEditor.Events;
#endif
[Serializable]