An ongoing experiment with different rendering techniques
Started with a raycaster as vertex shader to display SDF's, but now includes:
- SDF Raymarcher in compute shader, with movable camera
- Marching Cubes in compute shader doesn't really work, but used to in c# script
- Grass shader, using
- deferred lighting for custom shadow passes
- Procedural drawing, directly hooked into pipeline
- ComputeShader to dynamically update grass
- perlin noise texture to represent wind