| Commit message (Collapse) | Author | Age |
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GUI was not correctly managing .meta files, causing two textures to use
the same GUID. Unity would notice and regenerate GUIDs, breaking the
custom chatbox material's texture references.
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Avoid deleting bitmap .meta files so that once the user sets up their
shader, it doesn't break.
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Metallics now reflect the map's cubemap.
* Remove SpecularTint (did nothing)
* Adjust mipBias to be sharper
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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
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* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
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Reorganize locations, remove a couple unused parameters.
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