Development Updates this week
Engineering
1. Implemented Transparency to Raymarch Shader
I added a transparency setting into the current raymarch shader and then calculated the correct transparency based on global distance and local distance from raymarched shapes.
2. Added Non-Colliding Option to Raymarch Shape Script
I separated the shape list of raymarch collider with the shape list of raymarch shader based on the boolean value “collide” in Shape class. So now objects can be non-collidable as well. And implementing both the transparency and non-collidable functionality can be useful for my upcoming new level.
Level Design
Creating More Complex Shapes Using Raymarched Object
I read through this blog post by Jamie Wong on Ray Marching and Signed Distance, and learned some new ways of constructing interesting raymarched shapes. And I will be implementing those design in my new level.
Here's my result:
Reference
1. Raymarched and Signed function: http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/#the-raymarching-algorithm
2. Raymarch Combine() function: https://github.com/SebLague/Ray-Marching/blob/master/Assets/Scripts/SDF/Raymarching.compute
Comments