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Real light shafts through windmill sails: shadow-map raymarching in Unity 6 URP (breakdown)

matb_control

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Real light shafts through windmill sails: shadow-map raymarching in Unity 6 URP (breakdown)

45 просмотров · 2 дн. назад
matb_control
3 подписчика
45 просмотров · 2 дн. назад
A 15-second seamless loop rendered in real time in Unity 6 URP, then taken apart layer by layer. The light shafts are raymarched through the shadow map at quarter resolution: 16 steps with blue-noise jitter, then a depth-aware blur. That is why the turning sails cut the moonlight on every frame. All geometry is generated by code, and one black Shader Graph material carries the wind through every pass, shadows included. Fog is measured from the figure's plane, a depth-blur ladder replaces Bokeh DoF, and a film-print pass adds a mono curve, grain, gate weave and dither. Measured in a player build (D3D11, 3 passes over the loop): GTX 1650 Ti laptop, 1080p High: 2.46 ms per frame Intel UHD iGPU, 720p Low: 11.0 ms per frame Code (MIT), the full breakdown and a Windows build: github.com/matbcontrol/Nitrate I take freelance work in Unity: custom shaders and a distinct look, render passes, and getting scenes to run on weak hardware. Portfolio: matbcontrol.github.io, email: kartakcvc@gmail.com 0:00 The loop 0:14 How the frame is built 0:34 What it costs, and the code