diff options
| author | yum <yum.food.vr@gmail.com> | 2025-09-24 19:42:54 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-09-24 19:42:54 -0700 |
| commit | 1224f9d45387fe0cddc4e703a811e47eeadf6121 (patch) | |
| tree | 18a3367add35c57136663ec55115b2dda7697568 /index.md | |
| parent | 8f766c72d6612ffefa156c55730d817ca42e850a (diff) | |
awooooooo
Diffstat (limited to 'index.md')
| -rwxr-xr-x | index.md | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -348,8 +348,8 @@ is impossible. The idea I've been toying with for a long time is to raymarch inside a rasterized box. If you store information in that box's verts, you could do a raymarch inside a wholly self contained coordinate system. +I've pulled this off, but not in a way which is useful for characters (yet). -I've pulled this off, but not in a way which is useful for characters. {width=80%} @@ -454,8 +454,8 @@ RayMarcherOutput MyRayMarcher(v2f i) { float4 quat = GetRotation(i, uv_channels); float4 iquat = float4(-quat.xyz, quat.w); - // ro is already expressed in terms of rotated basis vectors, so we don't - // have to rotate it again. + // ro is already expressed in terms of rotated basis vectors, so we + // don't have to rotate it again. float3 ro = -frag_to_origin; float3 rd = normalize(i.objPos - obj_space_camera_pos); rd = rotate_vector(rd, iquat); @@ -484,8 +484,8 @@ RayMarcherOutput MyRayMarcher(v2f i) { float4 clipPos = UnityObjectToClipPos(o.objPos); o.depth = clipPos.z / clipPos.w; - // Calculate normal in rotated space using standard raymarcher gradient - // technique + // Calculate normal in rotated space using standard raymarcher + // gradient technique float3 sdfNormal = calc_normal(localHit); float3 objNormal = rotate_vector(sdfNormal, quat); o.normal = UnityObjectToWorldNormal(objNormal); |
