Comments (4)
Unfortunately, deferred rendering is required in order for raymarching to work.
from uraymarching.
You make it sound like all raymarching requires deferred rendering. I've got a fair few raymarching experiments working with forward rendering. What specifically in your project requires deferred rendering? Is it something related to the z-buffer integration?
from uraymarching.
Sorry for my late reply...
I have a plan to support forward rendering in the future. The reason why I'm using deferred rendering is that the implementation is much simpler and easier than forward rendering.
from uraymarching.
Now we can use forward from v1.0.0.
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Related Issues (20)
- Properties in distance functions
- Switch serialization to "Force text".
- Unity 5.6.x support
- Raymarching objects become invisible in Mac
- Unable to Export HOT 1
- Unable to make Cubes subtraction HOT 6
- glitched Follow Object Scale HOT 6
- Cube map is black! HOT 3
- Rendering Mandelbulb black screen HOT 1
- How to remove some objects raymarching.
- Rendering issue in URP VR with Depth Texture enabled HOT 1
- Not working for Oculus Quest (Android)
- Fix "cutout" effect on full screen HOT 4
- Is this technique compatible with mobile platforms? HOT 3
- SRP Batcher & URP Usage HOT 2
- Trying to test but not sure if I did something wrong. HOT 2
- How to customize your own template HOT 1
- Stereoscopic VR rendering with RaymarchingRenderer HOT 4
- Metal Support HOT 1
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from uraymarching.