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<title>TaSTT.git/Shaders/TaSTT_template.shader, branch v0.12.0</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.12.0</id>
<link rel='self' href='https://git.yummers.dev/TaSTT.git/atom?h=v0.12.0'/>
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<updated>2023-05-22T22:02:38+00:00</updated>
<entry>
<title>Shader improvements</title>
<updated>2023-05-22T22:02:38+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-05-22T22:02:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=34d369b57780ed7ed5fb8d4f4b254e99c5fcb12d'/>
<id>urn:sha1:34d369b57780ed7ed5fb8d4f4b254e99c5fcb12d</id>
<content type='text'>
* Fix thin outline in transparent region of rounded corners
* Remove anti-aliasing. Now that VRC supports it natively, this is no
  longer necessary.
* Use more efficient noise function for dithering.
</content>
</entry>
<entry>
<title>Drop torch from requirements.txt</title>
<updated>2023-05-01T17:58:13+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-05-01T17:52:11+00:00</published>
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<id>urn:sha1:1f2e5c6cf16e7e7a8d7d737ff86fdd7d89c2d9d9</id>
<content type='text'>
faster-whisper doesn't need it. This reduces install size from 6.00GB
with base.en model to 1.70GB.

* Use a single sampler in shader (enables using more than 16 textures)
  * Minor legibility regression - need to improve AA.
* Enable backface culling in shader (minor performance win)
</content>
</entry>
<entry>
<title>Custom chatbox shader writes depth</title>
<updated>2023-03-23T23:52:51+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-23T23:32:22+00:00</published>
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<id>urn:sha1:d58d36d9ef533b526d33c511526d6e481d243c96</id>
<content type='text'>
This fixes issues where the transparent corners of the textbox render
in front of other materials, causing those other materials to skip
rendering.

* Update README.md with roadmap and avatar resource usage.
</content>
</entry>
<entry>
<title>Begin work adding emotes</title>
<updated>2023-02-13T22:36:20+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-02T09:02:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/TaSTT.git/commit/?id=7c6894614dcc3ebc5d4c8839b64f4da761b5ccf0'/>
<id>urn:sha1:7c6894614dcc3ebc5d4c8839b64f4da761b5ccf0</id>
<content type='text'>
Done:
* Users can add images to Fonts/Emotes/
* The basename of that image ('clueless.png' becomes 'clueless') is the
  keyword to make the image show up in game.
* Fix a bug in the shader where letters on the 2nd texture and later
  would have UV outside of [0.0, 1.0]

Not yet implemented:
* transcribed words are encoded using emotes mapping
</content>
</entry>
<entry>
<title>Shader now supports custom cubemap</title>
<updated>2023-02-07T00:01:11+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-07T00:01:11+00:00</published>
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<id>urn:sha1:c218e2a1957520fe6e6a200e51d44aeaec93a3d3</id>
<content type='text'>
Applied to both PBS and TaSTT shaders.
</content>
</entry>
<entry>
<title>Implement simple anti-aliasing</title>
<updated>2023-02-01T03:35:44+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-01T03:11:01+00:00</published>
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<id>urn:sha1:175965da720659df3099d3cda06a342fdfbe1cd4</id>
<content type='text'>
Sample the texture up to 5 times using the algorithm shown in
`aa_sample_algorithm.py`. Results are averaged together.

* Redo dithering PRNG
</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>
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<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>
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<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>
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<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>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>
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<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>
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