Questions tagged [raymarching]
The raymarching tag has no usage guidance.
16
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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 ...
1
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1
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87
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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 ...
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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:
...
0
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1
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308
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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? ...
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137
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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?...
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56
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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 ...
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102
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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.
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345
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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 ...
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97
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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 ...
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2
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755
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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 ...
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53
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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 ...
2
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1
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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 ...
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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.
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1
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2k
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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=...
4
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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 ...
55
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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 ...