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AngularScope v0.3.0 — Rigid-lens scaling and conversion tools

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@Zenukain Zenukain released this 05 Oct 16:40
· 12 commits to main since this release

Changes

  • Optical display lenses now require a rigid MeshRenderer. Housings and covers may remain skinned. GPU skinning can bake scale into vertices without exposing the same scale in the object matrix, so a rigid lens makes optical distances and lens-centre scaling reliable.
  • Added an optional editor-only single-bone lens converter. Imported meshes are preserved; mixed bone weights and lens-deforming blendshapes are rejected. Rebind optical animation paths after conversion.
  • Clarified local-space settings. The optical model and existing tuning were not broadly redesigned.

Downloads

  • AngularScope_ShaderOnly.unitypackage: shader, documentation, and optional editor-only lens tools.
  • AngularScope_WithExample.unitypackage: the above plus demonstration and animation-driven integration examples.

Validation and requirements

CPU/GPU scale checks covered 0.5×, 1×, and 2×; calibrated relief distances followed 6.5 / 13 / 26 cm. Thirty-six normalized coverage renders matched across scales. VRChat avatar-height scaling was also confirmed by the project owner; this is not a guarantee for every rig.

Unity 2022.3.22f1, PC Built-in Render Pipeline. A scope camera and RenderTexture are required. The public conversion tool has no NDMF dependency. CC0; AI-assisted development.

Documentation polishing will follow this release separately.