flafla2 / generic-raymarch-unity Goto Github PK
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License: MIT License
An experiment in distance field raymarching that interacts with standard mesh-based objects. Made in Unity.
License: MIT License
I'll try and take a look myself but I'm trying to find a raymarcher that blits directly to the camera that does work in VR to use as an example. Most tend to use a quad parented to the camera.
I just tried your example on macOS Sierra and it looks odd: http://imgur.com/CnCddg0
This is with unity version 5.4.1f1 Personal.
Note: I haven't tried on any other unity versions or OSes so the title might be overly specific.
when viewing shapes overlapping other shapes or even themselves at extreme angles, strange artifacts tend to occur. It's best explained with pictures.
Maybe I'm just misunderstanding and this is the nature of an acceptably fast step size, but it seems pretty strange, such as the exponential artifact on the cube.
Hi all,
I've tried to upgrade this to use SRP & the post processing v2 stack, but have come up short. Does anyone have any insight?
Here was my attempt:
When trying to build to Android I get an Error on the vert shader, that should be fixed to this:
o.ray = mul(_CameraInvViewMatrix, float4(o.ray, 0));
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