From 1224f9d45387fe0cddc4e703a811e47eeadf6121 Mon Sep 17 00:00:00 2001 From: yum Date: Wed, 24 Sep 2025 19:42:54 -0700 Subject: awooooooo --- index.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'index.md') diff --git a/index.md b/index.md index ef14f06..46b5b1d 100755 --- a/index.md +++ b/index.md @@ -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. ![One draw call, many raymarched objects.](./images/2025_06_11/fake_origins_31.png){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); -- cgit v1.2.3