Displacement Using Mesh Distance Fields

Displacement Using Mesh Distance Fields

Signed Distance Field stores the distance to the nearest surface in a volume texture. We can use this data to do other things as well. It’s used a lot in water for things like shore lines, but we can also use this to dynamically elevate the pixels or vertices around an object.

Retro Post-Process (Basic Lower Resolution)

Retro Post-Process (Basic Lower Resolution)

Rotating Object by Shader

Rotating Object by Shader

0