Thesis Progress - Raymarching Environment Building 1.0

 

   


Besides 3D texture, I'm thinking about what kind of raymarching could best apply the texture to generate purposeful clouds. The experiment here is through postprocessing effect which makes a global volumetric rendering. 


The postprocessing framework is here, it's passing some numbers to shader, but the _boundMin and _boundMax are not working, it may due to the CloudTransform condition, and it causes the picture showed firstly that there's no way to control the rendering area. According to some examples showed online, they all made a frame box in the scene first.(Gizmo.DrawXXX)  I feel bothering so I skipped the step, but now I doubt if it's really unnecessary.



As to the shader used here,  the 'for' loop is for interacting with other objects to realize light covering, not the most important part here. What I'm confused is, when I add the raymarch function and boxDist function, I'm not sure if the return value should still be the same. I tried color*cloud, color+cloud, and maybe replace the values in cloudRaymarching function, the result didn't improve at all, sometimes gives error. 

Supplement:








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