<feed xmlns='http://www.w3.org/2005/Atom'>
<title>TaSTT.git/Shaders/TaSTT_lighting_template.cginc, branch v0.4.0</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.4.0</id>
<link rel='self' href='https://git.yummers.dev/TaSTT.git/atom?h=v0.4.0'/>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/'/>
<updated>2023-01-28T00:14:07+00:00</updated>
<entry>
<title>Bugfixes</title>
<updated>2023-01-28T00:14:07+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-28T00:14:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=45301ff0c0d732c3bf93f0a324e821a5f67f468c'/>
<id>urn:sha1:45301ff0c0d732c3bf93f0a324e821a5f67f468c</id>
<content type='text'>
* Fix prefab: bounding box &amp; position are now set to 0
* Fix shader: text is no longer upside down
* Update README
</content>
</entry>
<entry>
<title>Enable texture-based PBR rendering of backplate</title>
<updated>2023-01-27T23:28:37+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-27T23:28:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=30680445b1c59fe107a0be8295da2b8a38c0f6ea'/>
<id>urn:sha1:30680445b1c59fe107a0be8295da2b8a38c0f6ea</id>
<content type='text'>
Users can now use PBR textures on their custom backplate!

* Update TaSTT.fbx: UV map aspect ratio matches board
</content>
</entry>
<entry>
<title>Fix PBR metallics</title>
<updated>2023-01-26T22:15:45+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T22:15:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=30127aa8b3650fd1a5c91876860e057176f69a95'/>
<id>urn:sha1:30127aa8b3650fd1a5c91876860e057176f69a95</id>
<content type='text'>
Metallics now reflect the map's cubemap.

* Remove SpecularTint (did nothing)
* Adjust mipBias to be sharper
</content>
</entry>
<entry>
<title>Correct ddx/ddy calculation</title>
<updated>2023-01-26T21:50:40+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T21:09:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=aa3e81f0688e870fca46c6908a5e5bf460702c9c'/>
<id>urn:sha1:aa3e81f0688e870fca46c6908a5e5bf460702c9c</id>
<content type='text'>
Need to calculate this in the space of letter UVs, not the overall text
box UV space, in order for the correct mip maps to be chosen.

* Expose dithering as a toggle in the shader
* Actually generate mipmaps
* Fine-tune mipmapBias for legibility
</content>
</entry>
<entry>
<title>Improve font rendering</title>
<updated>2023-01-26T20:47:36+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T20:47:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=c4783db717ad87d3642c1ac1192ba34331e37557'/>
<id>urn:sha1:c4783db717ad87d3642c1ac1192ba34331e37557</id>
<content type='text'>
* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
</content>
</entry>
<entry>
<title>Update Unity materials</title>
<updated>2023-01-26T06:40:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T06:30:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=6de4a8cf572120799e08e77126bff832e5f5668f'/>
<id>urn:sha1:6de4a8cf572120799e08e77126bff832e5f5668f</id>
<content type='text'>
* Render at 3k render queue to avoid clashing with avatar meshes
* Set reasonable shader defaults
* Remove unused material
</content>
</entry>
<entry>
<title>Finish basic PBR shading</title>
<updated>2023-01-26T06:40:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T05:55:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=e5da172a85368551954332836e52d2c98b37edec'/>
<id>urn:sha1:e5da172a85368551954332836e52d2c98b37edec</id>
<content type='text'>
TaSTT shader now uses physically based rendering (PBR). Users can pick
smoothness, metallic, and emissive.

This implementation borrows heavily from catlikecoding.com's excellent
tutorials, which are released under MIT No Attribution (MIT-0).

https://catlikecoding.com/unity/tutorials/license/

To retain what little clarity remains in the shader, I have chosen not
to attribute the code in the source itself.
</content>
</entry>
</feed>
