Questions tagged [raymarching]

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How would I generate mipmaps for a 3D texture in Unity (at runtime)?

I have been trying to create a voxel cone tracer for Unity (in Universal Render Pipeline 16). I have this (unoptimized) C# code that turns the [CubeScale] area around 0,0,0 of the scene into a 3D ...
MacksNotCool's user avatar
1 vote
1 answer
87 views

How to implement skeletal animation for Signed Distance Field models?

When animating a 3D model, we want the surface of the model to remain continuous (such that, for instance, the limbs do not seem to slide on the torso, but stay attached at their position). In a ...
marked-off-topic's user avatar
0 votes
0 answers
61 views

How to calculate the world position of pixels in an HLSL script?

I want to make a simple ray marching loop in the fragment shader. I think the main issue is that I'm not giving the correct world position input. Here is my current attempt: ...
Nikhil Nair's user avatar
0 votes
1 answer
308 views

Get the closest point on an SDF

Is there a cheap and effective way to get the closest point on an SDF? (signed distance field). CodeParade made a video on a game he developed that uses SDF collisions with a sphere, how did he do it? ...
Creeper Cloud's user avatar
0 votes
0 answers
137 views

SDF Box Collision?

Are there any efficient ways to detect collisions between a box and SDF? I'm hoping to achieve something similar to this except with a cube that does not need to rotate: https://www.youtube.com/watch?...
Creeper Cloud's user avatar
0 votes
1 answer
56 views

Remaining artifacts in SSR methods

I a previous post (Scaling and offset problems with screen space reflexion in DX11) I was fnally able to produce SSR with several methods (ray marching/McGuire/Mirror like). These techniques have all ...
philB's user avatar
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0 answers
102 views

Optimal data structure for managing AABBs to minimize collision check queries

Say I have thousands of 2D Axis-Aligned Bounding Boxes (AABBs), and a single point. I'm checking whether a point is inside a certain AABB before performing some expensive logic. ...
cgdoofus's user avatar
1 vote
1 answer
345 views

How to avoid banding with raymarched fog?

I have a raymarching shader for fog. It works well but It creates artifacts in the form of banding: I understand the problem: The step size is too large and the sample points above the ground are not ...
Raildex's user avatar
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0 votes
0 answers
97 views

How are objects represented in raymarching shaders

How does one represent geometry in raymarching shader? Say I wanted to pass a tree of SDF primitive shaders. My current idea is to pass texture containing their positions as rgb and type as alpha ...
Jakub Rogacz's user avatar
1 vote
2 answers
755 views

Raymarching signed distance function resulting in holes on surface - step size required?

I've been learning about raymarching and signed distance functions, and I implemented a raymarching fragment shader in Unity. It works fine for geometric shapes such as cubes and spheres, but when I ...
JasonCG's user avatar
  • 157
0 votes
1 answer
53 views

PostFX2 Custom Effect's Y position has wrong offset ONLY in GAME camera. Scene camera is OK

I implemented raymarching in a full-screen Post FX2 custom effect. Let's say I'm rendering a SDF sphere at world coordinates 0, 0, 0. Everything is fine in the scene camera -- if I rotate the camera ...
Dinosaurs for Friends's user avatar
2 votes
1 answer
1k views

Raymarching in Unity's new SRP & Post Processing V2

Hello wonderful wizards of the shader world! I've seen a few tutorials featuring the use of Raymarching via the older OnRenderImage function, however, that is no ...
Dinosaurs for Friends's user avatar
0 votes
0 answers
1k views

How can I convert 3D mesh to SDF?

Previously, I found an useful article that explained how to convert 3d mesh to SDF easily. I want our artists to be able to easily convert from polygonal data to SDFs with little-to-no effort. ...
Seyed Morteza Kamali's user avatar
1 vote
1 answer
2k views

Rendering clouds similar to Sky: Light Awaits?

I'm interested in adding clouds to my game, with a style similar to those in Sky: Light Awaits You can see them in motion in these videos: (Starts at 26:00) https://www.youtube.com/watch?v=...
Alpha Mistral's user avatar
4 votes
1 answer
2k views

How can I make a collision detection on marching objects?

In a Raymarching project I need to have a collision detection for my Signed Distance Field shapes. I find a project that Implemented simple collision detection.but I need a more stable Physic when ...
Seyed Morteza Kamali's user avatar
55 votes
1 answer
40k views

How do Raymarch shaders work?

I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
jmasterx's user avatar
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