itch.iohttp://itch.iohttps://itch.io/t/1344552/ray-marching-with-unity-2020-doesnt-workRay marching with Unity 2020 doesn't workhttps://itch.io/t/1344552/ray-marching-with-unity-2020-doesnt-workSun, 25 Apr 2021 13:02:53 GMTSun, 25 Apr 2021 13:02:53 GMTSun, 25 Apr 2021 13:02:53 GMTHi, guys

I am really new here and I see this tool is very interesting, but once I try to use with my project; it seems it doesn't work properly as like video.

What I notice is when I make Raynarch object, it gives me the Raymarch in hirarchy and object, but in object doesn't show any mesh render. I end up try everything and it doesn't work so I wonder it is about Unity version or script doesn't support Unity that later than Unity 2017 thank you

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https://itch.io/t/1046328/webgl-settingsWebGL settings?https://itch.io/t/1046328/webgl-settingsTue, 03 Nov 2020 01:11:47 GMTTue, 03 Nov 2020 01:11:47 GMTTue, 03 Nov 2020 01:11:47 GMTIs there a guide to setting this up for WebGL?  When I switch my Unity editor to export for WebGL all my raymarching objects disappear.   I've looked through all the documentation I couldn't find details on WebGL.  Apologies if it's in there and I missed it!  

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https://itch.io/t/932781/outout-to-glslOutout to GLSL?https://itch.io/t/932781/outout-to-glslTue, 18 Aug 2020 18:32:44 GMTTue, 18 Aug 2020 18:32:44 GMTTue, 18 Aug 2020 18:32:44 GMTAny possibility to output the shader to GLSL?

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https://itch.io/t/673815/exponential-smooth-min-affects-clippingExponential smooth min affects clippinghttps://itch.io/t/673815/exponential-smooth-min-affects-clippingWed, 05 Feb 2020 17:01:42 GMTWed, 05 Feb 2020 17:01:42 GMTWed, 05 Feb 2020 17:01:42 GMTI'm trying out different smooth min methods from our high priest Inigo. When I edit a blend snippet to the exponential smooth min from that article, the surface renders as expected, but the camera clipping gets messed up. Or it seems to get messed up. I have a feeling it's actually something to do with how the raymarching steps interact with the exponential blend. But it does look like clipping.

In my test example, I have two unit sphere raymarch objects spaced a unit apart. The blend intensity is set to 10, which shows the balls merge nicely. But it starts to clip at a camera distance of about 13 regardless of the camera clipping plane or the Raymarcher draw distance. It follows a pattern where doubling intensity halves the max camera distance. With intensity 20, it starts to clip around 6.9. At intensity 40, it clips around 3.7. At intensity 5, it clips close to 26. None of the parameters in the editor seem to affect this, and I find myself unable to see how to change it in the .cginc files, since I don't understand it. Any help appreciated! 

Here is the blend snippet:

    float res = exp2(-$intensity*a) + exp2(-$intensity*b );
    return -log2( res )/$intensity;

To be concrete about what I need: I want to be able to have large intensities and render them at large camera distances, just like is possible with the default polynomial smooth min. I'm using this to output video frames, so I'm not too concerned about performance.

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https://itch.io/t/536164/how-to-access-material-color-through-scriptHow to access material color through script?https://itch.io/t/536164/how-to-access-material-color-through-scriptSun, 18 Aug 2019 11:33:52 GMTSun, 18 Aug 2019 11:33:52 GMTSun, 18 Aug 2019 11:33:52 GMTIve tried get component but failing,  any clues?

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https://itch.io/t/630412/results-depend-on-camera-field-of-view-how-to-fixResults depend on camera field of view, how to fix?https://itch.io/t/630412/results-depend-on-camera-field-of-view-how-to-fixThu, 12 Dec 2019 20:39:45 GMTThu, 12 Dec 2019 20:39:45 GMTThu, 12 Dec 2019 20:39:45 GMTI'm using the tool to make a squishy blob character. Most of the body is raymarched, but the eyes are mesh spheres.

When the camera's field of view is narrowed, the result of the raymarching is sensitive to camera distance, causing the blob's skin to go outside its eyes when the camera is far away, making the eyes disappear (in gif below). I want the narrower field of view to give scenes a small, toy-like look, but I also want to be able to bring the camera close or far without changing the effective shape of the blobs. 

I tried increasing resolution and adding steps and extra accuracy, but I was unable to fix. Any ideas?

zooming_blob.gif

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https://itch.io/t/632329/using-a-rendertexture-as-a-textureUsing A RenderTexture as a texturehttps://itch.io/t/632329/using-a-rendertexture-as-a-textureSun, 15 Dec 2019 03:19:13 GMTSun, 15 Dec 2019 03:19:13 GMTSun, 15 Dec 2019 03:19:13 GMTHey there,

I'm trying to use this to create some experimental effects and would love a way to use a rendertexture as a texture source - is there any way to do this currently?

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https://itch.io/t/568954/best-way-to-get-an-objects-direction-into-a-material-snippetBest way to get an objects direction into a material snippet?https://itch.io/t/568954/best-way-to-get-an-objects-direction-into-a-material-snippetMon, 30 Sep 2019 21:30:16 GMTMon, 30 Sep 2019 21:30:16 GMTMon, 30 Sep 2019 21:33:50 GMTHello, first off thanks for the toolkit it's great.

Before I found the toolkit I was working on my own raymarcher. I learned a ton from it and got some pretty good results, but the toolkit does (mostly) everything I want to do and is far more performative and easy to use.

That said I had a few effects that I built in my own raymarcher that aren't present in the toolkit which I now want to port over.

Fortunately the workflow you've provided with snippets allows me to do this, but when it comes to unity programming (especially shaders) I am very much at the level of a monkey banging their head against the keyboard, so I'm struggling with a few bits.

In my raymarcher I had a simple specular highlight function that would add gloss based on the position of the scene's light (I could only support one light for my raymarched scene.) The code looks like this:

float3 applySpecular(float3 col, float3 ray, float shadow) {
    float3 reflected = ray.xyz - 2.0 * dot(ray.xyz, n) * n;
    float specular = max(dot(reflected, _lightDir), 0.0);
    specular = pow(specular, _specularHighlight);
    col += specular * _lightCol * shadow * _specularIntensity;
    return col;
}

_lightDir is a

lightObject.transform.forward

of a light object which is passed to my raymarching shader as a float3

I experimented with the transform snippet input type but wasn't able to get a useful result.

So all of this is a long winded way of asking. Do you have any suggestions for how I might get that

lightObject.transform.forward

Into my material snippet or use the resulting float4x4 from the transform input to extract the vector I need?

Thanks.

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https://itch.io/t/565683/mobile-friendlyMobile Friendlyhttps://itch.io/t/565683/mobile-friendlyThu, 26 Sep 2019 22:13:48 GMTThu, 26 Sep 2019 22:13:48 GMTThu, 26 Sep 2019 22:13:48 GMTDoes this work on mobile devices?

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https://itch.io/t/551408/portal-stencil-shaderPortal? Stencil shader?https://itch.io/t/551408/portal-stencil-shaderThu, 05 Sep 2019 11:52:41 GMTThu, 05 Sep 2019 11:52:41 GMTThu, 05 Sep 2019 11:52:41 GMTI'm trying to stencil raymarch such as http://magistudio.net/work/iol-w8-duality-portals

by adding this to template. 

>>In Properties:
[Enum(Equal,3,NotEqual,6)] _StencilTest ("StencilTest", int) = 6

>>In Subshader:

        Stencil{
            Ref 1
            Comp [_StencilTest]
       
        }


but it just breaks when i change it to equal ie-3. is it possible to create something alike?

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https://itch.io/t/561462/how-to-vrik-and-raymarchingHow to VRIK and raymarching?https://itch.io/t/561462/how-to-vrik-and-raymarchingFri, 20 Sep 2019 17:15:07 GMTFri, 20 Sep 2019 17:15:07 GMTFri, 20 Sep 2019 17:15:07 GMTlike : https://www.reddit.com/r/Unity3D/comments/97vmal/trying_out_the_raymarching_toolkit_in_vr/

I guess to use any modifiers the objects need to be raymarching objects, how would you go about rigging a skinned mesh ?

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https://itch.io/t/537918/help-creating-glass-like-transparentHELP, creating glass like transparenthttps://itch.io/t/537918/help-creating-glass-like-transparentWed, 21 Aug 2019 03:03:32 GMTWed, 21 Aug 2019 03:03:32 GMTWed, 21 Aug 2019 03:03:32 GMTThis shader was creating by messing around uraymarching github by hecomi. I'm trying to get the same effect through this raymarching toolkit, anyine how to convert it.?

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https://itch.io/t/282824/translucencyTranslucencyhttps://itch.io/t/282824/translucencyWed, 22 Aug 2018 18:12:14 GMTWed, 22 Aug 2018 18:12:14 GMTWed, 22 Aug 2018 18:12:14 GMTHey there, this looks like an awesome asset. I have an interest in doing things procedurally generated and this could be very useful. I'm also curious about translucency rendering. Is it supported? Is it a planned feature? If not, do I have access to the shaders so I could try implementing it myself? Raymarching is commonly used to make great looking fluids, clouds etc. So this asset could be of use to any traditional game that wants something better looking than traditional particle effects.

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https://itch.io/t/282121/blend-in-texturesBlend in textureshttps://itch.io/t/282121/blend-in-texturesTue, 21 Aug 2018 17:38:51 GMTTue, 21 Aug 2018 17:38:51 GMTTue, 21 Aug 2018 17:38:51 GMTHi! I do not find any reference of textured objects, I have the doubt of how the blend of two meshes would affect the UV texturing of objects, for example: A nose stuck to a face.

Thanks

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https://itch.io/t/228605/adding-specularmetallic-mapsAdding Specular/Metallic maps?https://itch.io/t/228605/adding-specularmetallic-mapsFri, 11 May 2018 00:28:20 GMTFri, 11 May 2018 00:28:20 GMTFri, 11 May 2018 00:28:20 GMTI'm slightly confused with the material assets. I'd love to be able to add a metallic component. I suppose I'm only more familiar with standard unity shader code. When I try to add a map, it says that term doesn't exist int he code, but I can't figure out how to modify the code or see what existing variables are availble to me.

Thanks for the help, this is so amazing and I'm jumping in joy :)

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https://itch.io/t/262257/documentation-for-snippet-functions-materialsnippetDocumentation for snippet functions / MaterialSnippet?https://itch.io/t/262257/documentation-for-snippet-functions-materialsnippetSun, 22 Jul 2018 15:32:29 GMTSun, 22 Jul 2018 15:32:29 GMTSun, 22 Jul 2018 15:32:29 GMTThere are various functions that are used in the built-in snippets. For example looking at the MaterialSnippets I see clamp(), tex3D_2D() and tex2Dlod().  Some of these are in the Cg documentation, like tex2Dlod. But tex3D_2D is not, and tex3D_2D seems to be doing something unusual (it's like it's overlaying 2 copies of a 2d texture on itself?)

Can you confirm that *all* of the "snippets" (not just materials?) have the Cg standard functions available?

Can you document the additional symbols/functions which we can assume are present in the snippet namespace? Alternately, is there a file somewhere that we can browse their names?

Finally, some of the input types for MaterialSnippet are not documented. The one which interests me is "Texture 3D", which I would love to use. What file format does this expect for its input? Unity does not as far as I know have a standard file format for 3D textures.

Thanks.

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https://itch.io/t/253472/how-to-customize-shaders-beyond-base-colorHow to customize shaders beyond base color?https://itch.io/t/253472/how-to-customize-shaders-beyond-base-colorFri, 06 Jul 2018 21:42:29 GMTFri, 06 Jul 2018 21:42:29 GMTFri, 06 Jul 2018 21:42:29 GMTI am looking at the instructions for material snippets:

https://kev.town/raymarching/reference/snippets/

…and I have tried creating a material snippet by duplicating one of the material snippets in Snippets/Materials.

I find that I can return a single color, and that color will be dutifully shaded according to lighting and then shadowed.

But let's say I want to write my own shading— I want to draw a solid color, or cel-shade, or rim shade or whatnot. Can this be customized?

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https://itch.io/t/228174/osxOSX?https://itch.io/t/228174/osxWed, 09 May 2018 19:26:17 GMTWed, 09 May 2018 19:26:17 GMTWed, 09 May 2018 19:26:17 GMTBit of a noob... Quick question.. on the actual Itch app, it says, not OSX compatible. Which is strange cuz its a Unity extension. Just confirming I'll be able to run it. Or will I have to run it on my Windows Unity? Looks badass. See screengrab.  Thanks

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https://itch.io/t/237851/source-code-accessSource Code Access?https://itch.io/t/237851/source-code-accessMon, 04 Jun 2018 14:43:02 GMTMon, 04 Jun 2018 14:43:02 GMTMon, 04 Jun 2018 14:43:02 GMTSince most of the code is hidden away inside a DLL, it's pretty much impossible to adjust stuff e.g. for a newer version of Unity or special use cases.

Are there any plans to release the source?

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https://itch.io/t/227847/vr-supportVR Support?https://itch.io/t/227847/vr-supportTue, 08 May 2018 22:32:51 GMTTue, 08 May 2018 22:32:51 GMTTue, 08 May 2018 22:32:51 GMTI wasn't able to get any of the example scenes to render properly on the Vive, both with the default Unity camera with OpenVR enabled (single and multipass rendering) and with the SteamVR CameraRig prefab. Is there anything special I should be trying? Thanks!


-Ryan

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https://itch.io/t/227823/pay-without-paypal-fixedPay without Paypal? [FIXED]https://itch.io/t/227823/pay-without-paypal-fixedTue, 08 May 2018 21:03:57 GMTTue, 08 May 2018 21:03:57 GMTTue, 08 May 2018 22:45:29 GMT[FIXED] (I had to disconnect from VPN)

I would really like to buy this plugin, but I can't use Paypal. Is there another payment method you could enable? I know I've paid through itch.io before without having to go through Paypal.

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