Alejandro Vega Castro’s Post

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Junior Graphics programmer | TecnoCampus Graduate

I've developed a shader-based 𝐑𝐚𝐲𝐌𝐚𝐫𝐜𝐡𝐢𝐧𝐠 system within 𝐔𝐧𝐢𝐭𝐲 that empowers me to manage rendering directly from the shader itself. This system utilizes RayMarching techniques and 𝐬𝐢𝐠𝐧𝐞𝐝 𝐝𝐢𝐬𝐭𝐚𝐧𝐜𝐞 𝐟𝐮𝐧𝐜𝐭𝐢𝐨𝐧𝐬 (SDF) to render a multitude of shapes and handle various intersections. What's truly interesting is that I've managed to completely ignore Unity's render pipeline and instead integrate a rendering system from a single shader. 🔮 I've seamlessly integrated it into Unity, allowing me to tweak object shapes, intersection types, and object positions straight from Unity's editor. 🎮 This innovative fusion of Unity and my RayMarching rendering system has unlocked endless possibilities for creative experimentation. I'm thrilled to share this journey with you all, and I can't wait to see where it takes us next! 🌌💡 #RayMarching #Unity #Shader #GameDevelopment #Innovation #CreativeTech

Marcel Feliu Saperas

Game Designer | Bachelor's degree in Game Design

9mo

Looks amazing!

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