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SDF

An ongoing experiment with different rendering techniques

Started with a raycaster as vertex shader to display SDF's, but now includes:

  1. SDF Raymarcher in compute shader, with movable camera
  2. Marching Cubes in compute shader doesn't really work, but used to in c# script
  3. 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

Image Splicing Effect

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Experiments with SDFs

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