10-05-2021, 11:07 AM
(10-05-2021, 10:52 AM)josemendez Wrote: What do you mean by "fake raymarching"? Isn't exactly that what the fluid renderer does already?
Ray marching works by generating a distance field of the fluids surface (or any other surface), then "marching" along a ray and calculating the distance to the closest point on the surface using its distance field. Once you hit the surface, you get its depth along the ray, surface normal, and any other info you need for rendering. This is done at least once per pixel.
Obi's fluid renderer generates the fluids surface by smoothing particles in screen space and generatingĀ a fullscreen normal+depth buffer, which is what the output of ray marching would look like. So this is quite literally "fake raymarching" since the results are similar to ray marching, but arrived at in a much cheaper and faster way.
Yes, It does the same, I was saying just to have that kind of ray marching shader effect without fluid feature, just separated from the obi fluid asset!
For example, we can't move any particle from unity scene view, but it will be pretty handy to have that kind of feature, just to add shader for example on sphere and get that mixing-raymarching effect