Unity, Generative, Shader, HLSL
Realtime raymarching experiment with custom SDF animations, using multiple noise functions (perlin, fbm) together with smoothmin functions to blend together the SDF functions. Subsurface scattering shading is achieved with thickness estimation using RayMarching (not fully accurate), and some standard GGX BRDF shading.
Written entirelly in HLSL, this project is the first step of creating my own RayMarching library, exploring the possibilities of RayMarch techniques.

Material control
EMAIL dishun@hotmail.co.uk

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