ogxd / grid-shader-unity

A grid shader for Unity 🌐

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small refactoring

FyiurAmron opened this issue · comments

I know it's arguable, but honestly I think that refactoring those

            pos.x = floor(frac((i.uv.x - 0.5 * _Thickness) * localScale) + _Thickness * localScale);
            pos.y = floor(frac((i.uv.y - 0.5 * _Thickness) * localScale) + _Thickness * localScale);
// ...
               pos.x = floor(frac((i.uv.x - 0.5 * _Thickness) * 10.0 * localScale) + _Thickness * 10.0 * localScale);
               pos.y = floor(frac((i.uv.y - 0.5 * _Thickness) * 10.0 * localScale) + _Thickness * 10.0 * localScale);

into a util method along the lines of

         float xform( float base, float scale ){
            return floor(frac((base - 0.5 * _Thickness) * scale) + _Thickness * scale);
         }

and then calling them like

            pos.x = xform(i.uv.x, localScale);
            pos.y = xform(i.uv.y, localScale);

// ...
               pos.x = xform(i.uv.x, 10.0 * localScale);
               pos.y = xform(i.uv.y, 10.0 * localScale);

would make the code cleaner, more readable and beginner-friendly.

(Obviously, I can do a PR if you prefer that instead of an issue ticket)

Hello @FyiurAmron, sure you can make a PR 👍
(make sure the formatting is uniform though, like spaces, bracket placement, etc..)

@ogxd you do have mixed styles there: both

         v2f vert (appdata v)
         {

and

         float remap(float value, float from1, float to1, float from2, float to2) {

which code style would you prefer for new code?

Ah indeed, my bad. In this case any is fine.