Unity - Texture repeat without tiling

A texture repeat without tiling shader:

Demo: https://www.suntabu.com/demos/E4/

Shader "Unlit/TextureRepeat"
		    _MainTex ("Texture", 2D) = "white" {}

		Tags { "RenderType"="Opaque" }
		LOD 100

			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			#include "UnityCG.cginc"

			struct appdata
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;

			struct v2f
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;

			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _BlendRatio;
			v2f vert (appdata v)
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				return o;
			float random (float2 uv)
				return frac(sin(dot(uv,float2(12.9898,78.233)))*43758.5453123);

Unity - Light flow effect shader

A light-flow effect shader, could control the light-beam's width, angle and position with the given shader parameters.

Demo: https://www.suntabu.com/demos/E1/

Unity - Generate simple mesh from texture

Generate simple mesh from texture pixels

By creating a tight sprite with Unity API, then construct the mesh with this sprite's data.

Unity - Procedure texture anti-aliasing shader

A shader for showing progress in sin-wave style.

Unity - Extensions


1. Get Hierarchy Path of a GameObject in Scene

public static string GetHierarchyPath(this GameObject obj)
    string path = "/" + obj.name;
    while (obj.transform.parent != null)
        obj = obj.transform.parent.gameObject;
        path = "/" + obj.name + path;