Do you mean a Unity surface shader? What are you trying to achieve? Not quite sure what you're after here, but definitely want to see if I can help!
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For a better sense of what's available to you, definitely check out the files in Raymarching Toolkit/Assets/Shaders -- the .shader file there and the .cginc include files are what is used to generate the final shader. If you have any ideas on how to make things you're trying to accomplish easier or more transparent, I'm all ears! :)
Yes! Repeating with a cell ID got cut before release, but I was definitely going to add it back in an update.
I'd love to see any code or snippets or general feedback on doing it in a way that's not too hacky!
I hope it's clear, and that it helps, that at least all the .shader and .cginc files are readable! Meaning, the bits that actually go to the GPU and do the raymarching, you can read (and modify to your own purposes).
Ah, looks like a minor change before release messed up my VR support! I'm looking right away--there's no fundamental reason it shouldn't work, as long as you keep very realistic expectations about performance. I'll post here when I upload an update!