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* Delete unused filesv1.0.0-beta00yum2025-07-23
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* Various shader cleanupyum2023-08-21
| | | | | | | * remove unused variables, functions, keywords * rename fixedN to floatN * move min/max raymarch distance to top of ray_march.cginc * fix frame emission
* Add animated ellipsis to shaderyum2023-08-11
| | | | | | | Not yet done: * Animator toggle * OSC integration
* Add basic PBR parameters to new shaderyum2023-08-10
| | | | | No UVs for raymarched geometry yet, so drop textures. Also drop most old shader settings.
* Begin work on show/hide animationsyum2023-08-10
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* Add ray-marched custom chatboxyum2023-08-09
| | | | | | | | * 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.
* Shader improvementsyum2023-05-22
| | | | | | | * 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.
* Drop torch from requirements.txtv0.11.2yum2023-05-01
| | | | | | | | | 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)
* Custom chatbox shader writes depthyum2023-03-23
| | | | | | | | 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.
* Begin work adding emotesyum2023-02-13
| | | | | | | | | | | | 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
* Shader now supports custom cubemapyum2023-02-06
| | | | Applied to both PBS and TaSTT shaders.
* Implement simple anti-aliasingyum2023-01-31
| | | | | | | Sample the texture up to 5 times using the algorithm shown in `aa_sample_algorithm.py`. Results are averaged together. * Redo dithering PRNG
* Enable texture-based PBR rendering of backplateyum2023-01-27
| | | | | | Users can now use PBR textures on their custom backplate! * Update TaSTT.fbx: UV map aspect ratio matches board
* Fix PBR metallicsyum2023-01-26
| | | | | | | Metallics now reflect the map's cubemap. * Remove SpecularTint (did nothing) * Adjust mipBias to be sharper
* Correct ddx/ddy calculationyum2023-01-26
| | | | | | | | | 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
* Update Unity materialsyum2023-01-25
| | | | | | * Render at 3k render queue to avoid clashing with avatar meshes * Set reasonable shader defaults * Remove unused material
* Finish basic PBR shadingyum2023-01-25
| | | | | | | | | | | | | 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.
* Begin work on PBR shaderyum2023-01-25
| | | | | | | | 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.
* Enable more shader customizationyum2023-01-23
| | | | | | | | * 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.
* package.ps1 now fetches all dependenciesyum2023-01-23
| | | | | | | 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
* Bugfix: user-provided paths may now contain spacesyum2023-01-04
| | | | | | | | | | | | | | | | 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
* Add Scripts/generate_shader.pyyum2022-12-29
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