My first try at implementing a raymarching shader in Unreal based on this custom material by Kristof Lovas. As can be seen in the screenshot below, what is particularly interesting in his implementation is that it calculates the normal value of each pixel and thus you are able to utilize Unreal's lighting/shading efficiently.
-
Notifications
You must be signed in to change notification settings - Fork 2
License
yumayanagisawa/Unreal_Metaballs
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
About
No description, website, or topics provided.
Resources
License
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published