Dongo-S's starred repositories
FancyScrollView
[Unity] Scroll view component that can implement highly flexible animations.
Markup-Attributes
A Unity Editor extension for customizing inspector layout with attributes.
Render-Crowd-Of-Animated-Characters
Animation Baker and Instancing for Animated Characters: Using GPU to implement large-amount animation characters rendering. The animation map for vertex shader to modify the vertex position of the mesh at runtime. Using GPU instancing to reduce draw calls.
MA_TextureAtlasser
Texture atlas creator for Unity
ColorBands
Unity 3D's Gradient is a handy data type but comes with some limitations: for example you cannot set more than 8 color keys in its editor and RGB is the only color space available. ColorBand data type offers an alternative with less limitations. Creating ColorBands is fun and easy; they are stored as assets and can be accessed from code through an Evaluate method to get the color at time t, as for Gradient. RGB (or HSV) values are described by individual curves, allowing a better control over how the color function evolves between your points. Color bands are used in all kinds of applications including games, data visualization and other fields.
Smart-Hierarchy
Human-friendly hierarchy for Unity.
unity_demo_multisided_sprite_shader
Basic Shader Graph to demonstrate the display of "3D" (multi-angle, "à la Doom") animated sprites in Unity 2019.3.
ui-shapes-kit
procedural shapes for Unity UI
UnityChanToonShaderVer2_Project
UnityChanToonShaderVer2 Project / v.2.0.9 Release
LiliumToonGraph
UniversalRP Toon Shader with ShaderGraph
SuperSimple2DKit
A simple kit meant to help jump start the creation of your 2D Unity game!
HDRP-Custom-Passes
A bunch of custom passes made for HDRP
ParticleEffectForUGUI
Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
SoftMaskForUGUI
Enhance Unity UI (uGUI) with advanced soft-masking features to create more visually appealing effects!
PrefabLightmapping
Script for saving lightmapping data to prefabs. Used through the Assets tab in Unity. Place your prefbas in the scene with this script at the root. Set up your lighting and in the editor go to Assets->Bake Prefab Lightmaps. After is processed you can now spawn your prefabs in different scenes and they will use the lightmapping from the original scene.
BotW-ToonShader
A recreation of Zelda: Breath of the Wild's toon shader in Unity, using Shader Graph