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Comments (2)

hecomi avatar hecomi commented on July 23, 2024

There seems to be some techniques to change texture or color of each distance function. I think the easiest method with uRaymarching is re-checking the distances of each function also in PostEffect.

DistanceFunction

inline float SphereA(float3 pos)
{
    return Sphere(pos - float3(-0.5, 0.0, 0.0), 0.5);
}

inline float SphereB(float3 pos)
{
    return Sphere(pos - float3(0.5, 0.0, 0.0), 0.5);
}

inline float DistanceFunction(float3 pos)
{
    return min(SphereA(pos), SphereB(pos));
}

PostEffect

inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o)
{
    float3 pos = ToLocal(ray.endPos); // do not forget convert the position to local one.
    float epsilon = ray.minDistance;
    if      (SphereA(pos) <= epsilon) o.Albedo = float4(1, 0, 0, 1);
    else if (SphereB(pos) <= epsilon) o.Albedo = float4(0, 0, 1, 1);
}

ball

from uraymarching.

PxSonny avatar PxSonny commented on July 23, 2024

Thank you it works nicely.

from uraymarching.

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