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<title>TaSTT.git/Shaders/TaSTT_template.shader, branch v0.8.1</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.8.1</id>
<link rel='self' href='https://git.yummers.dev/TaSTT.git/atom?h=v0.8.1'/>
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<updated>2023-02-13T22:36:20+00:00</updated>
<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>
<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>
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<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>
<entry>
<title>Begin work on PBR shader</title>
<updated>2023-01-26T06:40:19+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T02:07:50+00:00</published>
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<id>urn:sha1:db83b6b1fef7c830bd13c1c9c71ce9ab4c47f215</id>
<content type='text'>
Light color themes revealed a need for a lit shader, since an unlit
shader would be blindingly bright.

This implementation doesn't really work in game. I suspect that I need
to support more than just one global light.
</content>
</entry>
<entry>
<title>Enable more shader customization</title>
<updated>2023-01-24T07:42:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-24T07:42:29+00:00</published>
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<id>urn:sha1:17f614114ab00e507ea35b983e7df3dae6d82eb3</id>
<content type='text'>
* Text color, background color, and margin color are all customizable
  now
* Better organize shader parameters. User-facing params are exposed
  Like_This; internal params are exposed _Like_This.
* Update README. More wordsmithing.
</content>
</entry>
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