Comments (2)
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);
}
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Thank you it works nicely.
from uraymarching.
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