| Commit message (Collapse) | Author | Age |
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* Fix prefab: bounding box & position are now set to 0
* Fix shader: text is no longer upside down
* Update README
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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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* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
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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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Users can now control how many letters wide and tall the board is.
Tested at 4x48, 5x60, 10x120, and 20x240. At 20x240, Unity freezes and
does not make forward progress. Perhaps creating 4800 float parameters
isn't a truly scalable interface.
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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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Add a new shader to make the box a little prettier.
* Reduce material slots required from 2 to 1
* Add rounding to edge of box
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* Fix shader background rendering
* Add ability to control margin size
* Add ability to disable speech indicator
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Can simply drag this into hierarchy & update reset target.
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Add emotes.py. It accepts a list of images and creates a texture with 64 total
embedded images.
The shader knows how to draw these into fixed 6-character-wide slots. Each slot
must be aligned to a 6-character boundary. osc_ctrl has to pad with spaces
to make this work.
This whole patch is a little more complicated than it has any right to be, but
my brain feels fuzzy and I don't know where to start fixing it, so I'm going to
leave it shitty-but-functional for now.
There's also some bug where writing a character into the 11th slot causes it to
show up at the end of the board. I'll figure that out later, idk.
I didn't include any of the emotes I use since I couldn't find any info on
their licenses. I'm just banking on having a good workflow later on so
people can add their own.
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Reorganize locations, remove a couple unused parameters.
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