| Commit message (Collapse) | Author | Age |
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* remove unused variables, functions, keywords
* rename fixedN to floatN
* move min/max raymarch distance to top of ray_march.cginc
* fix frame emission
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Not yet done:
* Animator toggle
* OSC integration
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No UVs for raymarched geometry yet, so drop textures. Also drop most
old shader settings.
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* Refactor shader code to make development easier. Templates are now
as small as possible.
* Update scaling code. Use Unity scaling instead of a blendshape.
* Check in a fuckton of shader FOSS. Mostly unused.
* Update TaSTT.fbx. Now has 6 faces instead of 2.
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* 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.
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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)
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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.
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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
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Applied to both PBS and TaSTT shaders.
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Sample the texture up to 5 times using the algorithm shown in
`aa_sample_algorithm.py`. Results are averaged together.
* Redo dithering PRNG
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Users can now use PBR textures on their custom backplate!
* Update TaSTT.fbx: UV map aspect ratio matches board
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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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* Render at 3k render queue to avoid clashing with avatar meshes
* Set reasonable shader defaults
* Remove unused material
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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.
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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.
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* 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.
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Don't literally check in Python since it looks dodgy (rightfully so).
Instead the build script just fetches it.
* Update README, simplifying language and documenting other projects
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Previously, paths containing spaces would be interpreted by python's argument
parser as multiple separate arguments, causing it to fail. Now we escape paths
inside PythonWrapper using std::quoted().
* Improve PII filtering. Python output would contain multiple path separators
(like C:\\Users\\foo\\), defeating the PII regex.
* Silence compiler warning in PII filter.
* Document usability improvements.
* Transcription layer exponential backoff goes to ~infinity when paused.
This is a hack, since we really don't need to transcribe at all when paused,
but it lets us keep the code simple. Good enough until the next rewrite.
* Shader only samples background when necessary.
* Limit matchStrings() print()s to DEBUG mode
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Now it's possible to generate shaders with a custom number of rows, columns,
and bytes per character.
All edits to the shader should go through TaSTT_template.shader. To generate
a new shader from the template:
$ ./Scripts/generate_shader.py \
--bytes_per_char 2 \
--rows 1 \
--cols 12
--shader_template $(pwd)/Shaders/TaSTT_template.shader \
--shader_path $(pwd)/Shaders/TaSTT.shader
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