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AngularScope v0.2.0 — Scale-aware optics and integration examples

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@Zenukain Zenukain released this 02 Oct 10:47
· 13 commits to main since this release

What changed

  • Added animation-driven PC avatar integration fixtures and a step-by-step guide.
  • Eye relief and its axial tolerance can follow renderer object scale; new materials default to GPUObjectSpace (mode 1). WorldMetres (mode 0) remains available for fixed world distances.
  • Separated linked pupil-shadow normalization from the adjustable radius cap.
  • Disabled dynamic batching and moved constant scope-frame projection to the vertex stage.
  • Removed the legacy cover visibility adapter; streamlined documentation and reticle-sizing guidance.

Upgrade notes

Materials without a saved _EyeReliefMode now inherit mode 1. Explicitly save mode 0 before updating if you need the previous fixed-world-distance calibration. Existing saved mode 0 values are retained. The removed _EyeBoxLimit cover input no longer controls visibility.

Downloads

  • AngularScope_WithExample.unitypackage: shader, documentation, procedural scene and animation-driven integration fixtures. Recommended starting point.
  • AngularScope_ShaderOnly.unitypackage: shader and documentation only.

PC Built-in Render Pipeline; tested editor: Unity 2022.3.22f1. A separate scene camera and RenderTexture are required. Quest/Android, URP and HDRP are unsupported. Avatar fixtures are not an automatic installer: test the final rig in VRChat. See the documentation for depth-texture limitations.

Validation

The projection refactor was compared across 288 editor-render configurations; the maximum channel difference was 1/255. Package contents were checked against source. These checks do not establish compatibility with every headset or avatar rig, and no frame-time improvement is claimed.

License and AI disclaimer

Independently authored content is CC0-1.0. Generative AI assisted code and documentation, with human review and iterative Unity/VR testing. This remains an experimental optical approximation, not a physical lens raytrace.