Deferred Signed Distance Field rendering

Inspired by some awesome-looking games that have based their rendering pipeline on signed distance fields (SDFs), such as Claybook and Dreams, I decided to try some SDF rendering myself, for the first time.

Having seen some impressive shadertoy demos, I wanted to try SDFs in the context of an actual rendering engine, so I fired Unity up and modified the standard shader so that it renders SDFs to the g-buffer. The SDF implementations came mainly from these two excellent posts.

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Deferred Signed Distance Field rendering