I am training to climb Mount Vinson in December.
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New post: fluffy rambles: Another VRChat shader revelation beesbuzz.biz/blog/5757-Anot…
#VRChat #Shaders
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"text": "New post: fluffy rambles: Another VRChat shader revelation beesbuzz.biz/blog/5757-Anot\u2026\n\n#VRChat #Shaders",
"html": "New post: fluffy rambles: Another VRChat shader revelation <a href=\"https://beesbuzz.biz/blog/5757-Another-VRChat-shader-revelation\">beesbuzz.biz/blog/5757-Anot\u2026</a>\n\n<a href=\"https://twitter.com/search?q=%23VRChat\">#VRChat</a> <a href=\"https://twitter.com/search?q=%23Shaders\">#Shaders</a>"
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"url": "https://beesbuzz.biz/blog/5757-Another-VRChat-shader-revelation",
"name": "Another VRChat shader revelation",
"content": {
"text": "I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a _MainTex slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).\u2026.In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:\nEyelids\nBase skin\nTummypatch skin\nHair (normal)\nHair (streak)\nNose\nLips\nInside of mouth\nTongue\nTeeth\nHorns\nEye albumen-iris-pupil\nCollar fabric\nCollar tag (modulation controls back-edge-front-engraving)\nOkay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I think the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.",
"html": "<p>I don\u2019t actually need the pigment map to look good in untrusted mode: I can have the material itself provide a fallback texture! There\u2019s nothing stopping me from putting a <code>_MainTex</code> slot on the shader which just does nothing on the shader, but which would be used by the Standard fallback; I can use other texture slots for the pigment map and palette. So obvious.</p><p>Also, when laying out the palette, it would be helpful to group related things next to each other, which makes mipmapping play more nicely (and also makes authoring eaiser, although still not as easy as just fiddling with sliders in the Unity editor, unfortunately).</p><p>\u2026.</p><p>In any case, I\u2019ll probably target 16 attribute bands, which gives me plenty to work with; here\u2019s the ones I can think of right now (and a rough ordering for texture authoring purposes), and this is with coming up with way more hyper-fiddliness than I actually need:</p>\n<ul><li>Eyelids</li>\n<li>Base skin</li>\n<li>Tummypatch skin</li>\n<li>Hair (normal)</li>\n<li>Hair (streak)</li>\n<li>Nose</li>\n<li>Lips</li>\n<li>Inside of mouth</li>\n<li>Tongue</li>\n<li>Teeth</li>\n<li>Horns</li>\n<li>Eye albumen-iris-pupil</li>\n<li>Collar fabric</li>\n<li>Collar tag (modulation controls back-edge-front-engraving)</li>\n</ul><p>Okay, that\u2019s nearly 16 bands already, so maybe I\u2019ll reserve 32 bands. Really it should be safe to go up to 64, although then you\u2019d probably start to run into banding artifacts on inter-band transitions and color bleed issues when mipmapping.</p><p>Also, the bottom rows of the colormap should be reserved for various modulation effect gradients, for example subsurface and ambient occlusion.</p><p>This makes me realize that it\u2019d also be fun to maybe experiment with lighting ramps in the future. I wouldn\u2019t want to bake that into the color map though, it\u2019d have to be done as a separate function (and texture lookup) in the shader. I <em>think</em> the Unity standard shader has a mechanism for overriding lighting computations, in which case that would be fairly easy to add! It would be fun to do things like adding toon/cel shading, or inverting the lighting ramp to give it an otherworldly effect, among other things. But that can come later.</p>"
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I'm a huge fan of HTML Modules, a proposed spec which lets HTML participate in the same module graph as JS.
So I wrote an esbuild plugin which lets you use them, today.
github.com/whitefusionhq/…
Anybody a Vite developer? I'd love some help porting this over to Vite as well!
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"text": "I'm a huge fan of HTML Modules, a proposed spec which lets HTML participate in the same module graph as JS.\n\nSo I wrote an esbuild plugin which lets you use them, today.\n\ngithub.com/whitefusionhq/\u2026\n\nAnybody a Vite developer? I'd love some help porting this over to Vite as well!",
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ImperialViolet’s “quick start” on supporting passkeys is both a welcome primer and a reminder that, from a developer’s perspective, this stuff is still pretty hard! imperialviolet.org/2022/09/22/pas…
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"text": "ImperialViolet\u2019s \u201cquick start\u201d on supporting passkeys is both a welcome primer and a reminder that, from a developer\u2019s perspective, this stuff is still pretty hard! imperialviolet.org/2022/09/22/pas\u2026",
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🙌
Words of widom for every creative endeavor really.
PHILIP SEYMOUR HOFFMAN with some great advice for aspiring actors.
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"text": "\ud83d\ude4c\n\nWords of widom for every creative endeavor really."
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"text": "PHILIP SEYMOUR HOFFMAN with some great advice for aspiring actors."
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Metaphorically, the Russian invasion of Ukraine was a neutron bomb, killing the inhabitants & preserving infrastructure for future use by Russian settlers.
twitter.com/bobrae48/statu…
There is no such thing as a “low yield nuclear weapon”. There is just a nuclear weapon. There are no circumstances under which a first use of such a weapon would be ...
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"content": {
"text": "There is no such thing as a \u201clow yield nuclear weapon\u201d. There is just a nuclear weapon. There are no circumstances under which a first use of such a weapon would be acceptable.\ntwitter.com/samramani2/sta\u2026",
"html": "There is no such thing as a \u201clow yield nuclear weapon\u201d. There is just a nuclear weapon. There are no circumstances under which a first use of such a weapon would be acceptable.\n<a href=\"https://twitter.com/samramani2/status/1572900618297131008\">twitter.com/samramani2/sta\u2026</a>"
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I’m sure that @yvessmith will have some reblogged piece on the doom of Ukraine as Russian men rush to the front lines. Meanwhile… balkaninsight.com/2022/09/21/rus…
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"text": "I\u2019m sure that @yvessmith will have some reblogged piece on the doom of Ukraine as Russian men rush to the front lines. Meanwhile\u2026 balkaninsight.com/2022/09/21/rus\u2026",
"html": "I\u2019m sure that <a href=\"https://twitter.com/yvessmith\">@yvessmith</a> will have some reblogged piece on the doom of Ukraine as Russian men rush to the front lines. Meanwhile\u2026 <a href=\"https://balkaninsight.com/2022/09/21/russian-flights-tickets-to-serbia-turkey-sell-out-after-mobilization/\">balkaninsight.com/2022/09/21/rus\u2026</a>"
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New post: fluffy rambles: Come to think of it... beesbuzz.biz/blog/5431-Come…
#VRChat #Graphics #Shaders
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"text": "New post: fluffy rambles: Come to think of it... beesbuzz.biz/blog/5431-Come\u2026\n\n#VRChat #Graphics #Shaders",
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"text": "It would probably make a lot more sense to just do all of the color schemes as indirect lookups on a \u201cswatch\u201d texture. The math is a lot simpler, it would allow other things like baking gradients in easily, and would also give a lot more flexibility when it comes to various interactions; for example, I\u2019d be able to encode arbitrarily many skin colors into things, which would allow for argyle and such as well. Plus it would give me even more color slots to work with, so I could also have separate colors for the lips, tongue, nose, and inside of the mouth (which are currently stuck using the same color).Also, doing that would only require two of the channels in the pigment map, which would free up the other two channels for the occlusion and subsurface maps, which would make everything way more efficient overall.Yeah, I like this idea.",
"html": "<p>It would probably make a lot more sense to just do all of the color schemes as indirect lookups on a \u201cswatch\u201d texture. The math is a lot simpler, it would allow other things like baking gradients in easily, and would also give a lot more flexibility when it comes to various interactions; for example, I\u2019d be able to encode arbitrarily many skin colors into things, which would allow for argyle and such as well. Plus it would give me even more color slots to work with, so I could also have separate colors for the lips, tongue, nose, and inside of the mouth (which are currently stuck using the same color).</p><p>Also, doing that would only require two of the channels in the pigment map, which would free up the other two channels for the occlusion and subsurface maps, which would make everything way more efficient overall.</p><p>Yeah, I like this idea.</p>"
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New post: fluffy rambles: Custom VRChat shader, good and bad beesbuzz.biz/blog/14013-Cus…
#VRChat #Graphics #Shaders
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And besides, I'm at @bsidestll 😊 (@ Vaba Lava in Tallinn, Harju) swarmapp.com/c/dCcMEuJqonL
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"text": "And besides, I'm at @bsidestll \ud83d\ude0a (@ Vaba Lava in Tallinn, Harju) swarmapp.com/c/dCcMEuJqonL",
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"text": "\u2728Night swimming"
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"type": "card",
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Fatherhood seems to be about 60% telling people to be quiet and 40% assembling flatpack furniture.
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"text": "Fatherhood seems to be about 60% telling people to be quiet and 40% assembling flatpack furniture."
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"There doesn't have to be a process ... I declassified everything" -- Trump on how he declassified documents (this is false -- there is a process Trump didn't follow)
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Are you up to your old tricks during eternal Caturday?
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The best Python…and we almost lost him.
twitter.com/ericidle/statu…
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