This is the first part of a Unity tutorial dedicated to Volumetric Rendering, raymarching and signed distance fields. All those techniques enables to overcome the biggest limitation of modern 3D engines, which only allow to render the outer shell of an object. With Volumetric rendering you can indeed create material with a complex dynamic, such as fog, smoke, water and glass.
This first part will provide a general introduction, ending with a simple shader that will be form the base for all our future iterations:
The other parts of this tutorial are available for preview to $5+ patrons here on Patreon.
And as always, thank you for your generous support! ♥