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    <title>Raymarching Toolkit for Unity</title>
    <link>https://kev.town/raymarching-toolkit/</link>
    <description>Recent content on Raymarching Toolkit for Unity</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <copyright>&amp;copy; 2018. All rights reserved.</copyright>
    <lastBuildDate>Tue, 27 Mar 2018 17:35:27 -0400</lastBuildDate>
    
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    <item>
      <title>Raymarcher</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarcher/</link>
      <pubDate>Tue, 27 Mar 2018 17:35:27 -0400</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarcher/</guid>
      <description>The Raymarcher component renders your raymarched scene to all cameras (the exception being any cameras with a culling mask that excludes the layer the Raymarcher&amp;rsquo;s GameObject is on).
Properties Target RenderererThis Raymarcher will render into the space defined by this renderer. Otherwise, if it&#39;s null, the Raymarcher will render &#34;everywhere&#34; as a fullscreen effect. Draw DistanceHow far to render out the raymarcher content. Acts like a separate far plane. ResolutionA value from 0-1.</description>
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    <item>
      <title>Acknowledgments</title>
      <link>https://kev.town/raymarching-toolkit/acknowledgments/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/acknowledgments/</guid>
      <description>The Raymarching Toolkit wouldn&amp;rsquo;t be possible without the inspiring work of these people and institutions, who share their techniques and help others like us!
 Inigo Quilez for Shadertoy, and for an extensive set of pages about raymarching online. His Shadertoy raymarching examples are MIT licensed. mercury for the hg_sdf library, a super readable library of SDF glsl code released under Creative Commons Attribution-NonCommercial (CC BY-NC). The Raymarching Toolkit originally shipped with a few snippets of code from this project mistakenly, but that code has since been removed.</description>
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    <item>
      <title>Character Creator</title>
      <link>https://kev.town/raymarching-toolkit/examples/character-creator/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/examples/character-creator/</guid>
      <description>This example shows a character creator where the character is rendered using raymarching. With the Raymarching Toolkit, raymarched shapes and their parameters can be bound to UI elements easily.
.content {max-width: 1100px;overflow-y: hidden;}iframe.webgl-example {width: 100%;border: 0;height: 700px;}var gameInstance = UnityLoader.instantiate(&#34;gameContainer&#34;, &#34;Build/character-creator.json&#34;);</description>
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    <item>
      <title>Frequently Asked Questions</title>
      <link>https://kev.town/raymarching-toolkit/faq/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/faq/</guid>
      <description>If don&amp;rsquo;t find your answer here, check out our itch.io community page.
How do I see the generated shader? Expand the &amp;ldquo;Advanced&amp;rdquo; section of the Raymarcher component in your scene and double click the &amp;ldquo;Generated Shader&amp;rdquo; link there.
Does my purchase include future updates to the toolkit? Yes.
Can I use this in a build of my game? Yes&amp;ndash;the toolkit was designed to work in platform builds, as well as in the editor.</description>
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    <item>
      <title>Gallery</title>
      <link>https://kev.town/raymarching-toolkit/gallery/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/gallery/</guid>
      <description>-- </description>
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    <item>
      <title>Installation</title>
      <link>https://kev.town/raymarching-toolkit/installation/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/installation/</guid>
      <description>To use the Raymarching Toolkit in your Unity project, you need to import its asset package (see the Unity docs for a description of packages).
1. Download the asset package 
The Raymarching Toolkit for Unity is available for download at itch.io.
2. Import the Unity Package With your project open, you can navigate to the .unitypackage on disk and double click it, and Unity will import it into your project.</description>
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    <item>
      <title>License</title>
      <link>https://kev.town/raymarching-toolkit/license/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/license/</guid>
      <description>Raymarching Toolkit for Unity License &amp;copy; 2018 by Kevin Watters and Fernando Ramallo all rights reserved
If you purchased this toolkit, you may use it for personal and/or commercial purposes in as many projects as you like. You may not redistribute the contents of its editor scripts without permission.
Additional licenses for software used by this project: See acknowledgements for projects that helped us learn to do raymarching.
The toolkit makes use of MIT Licensed software.</description>
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    <item>
      <title>Limitations</title>
      <link>https://kev.town/raymarching-toolkit/limitations/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/limitations/</guid>
      <description>Raymarching is an unusual technique for videogame developers, so there&amp;rsquo;re some things to be aware of when using this toolkit:
Performance Since raymarching is a very performance-heavy rendering technique, a complex scene will rarely reach 60FPS at full resolution. Note that the Raymarching Toolkit requires a gaming-grade GPU, and its performance is bound to certain limitations:
 Every operation adds a considerable performance hit: as you add objects, blends and modifiers, your max framerate will go down.</description>
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    <item>
      <title>More Raymarching Resources</title>
      <link>https://kev.town/raymarching-toolkit/more-resources/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/more-resources/</guid>
      <description>Raymarching and related techniques are an active area of research.
Online Jamie Wong&amp;rsquo;s Raymarching and Signed Distance Functions
Very clear explanations with interactive demos describing what raymarching is and how to build up a shader that does it.
hg_sdf (local copy)
The demogroup Mercury&amp;rsquo;s glsl library of SDF primitives and &amp;ldquo;space-folding operators.&amp;rdquo; Super readable code!
iq&amp;rsquo;s SDF pages
These and his Shadertoy examples are some of the best places online to go to learn.</description>
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    <item>
      <title>Museum</title>
      <link>https://kev.town/raymarching-toolkit/examples/museum/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/examples/museum/</guid>
      <description>.content {max-width: 1100px;overflow-y: hidden;}iframe.webgl-example {width: 100%;border: 0;height: 700px;}var gameInstance = UnityLoader.instantiate(&#34;gameContainer&#34;, &#34;Build/museum.json&#34;);</description>
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    <item>
      <title>Quick Start</title>
      <link>https://kev.town/raymarching-toolkit/quick-start/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/quick-start/</guid>
      <description>Install Make sure you&amp;rsquo;ve installed the toolkit into your Unity project.
Quick overview   Let&amp;rsquo;s go! Let&amp;rsquo;s make this shape and learn how the toolkit works along the way:
First: add a raymarched sphere Add your first raymarched object by right clicking in the Hierarchy Window, or clicking its &amp;ldquo;Create ▼&amp;rdquo; button, and then select Raymarcher → Object.
You&amp;rsquo;ll see a GameObject called &amp;ldquo;Sphere&amp;rdquo; added to your scene. That GameObject has a RaymarchObject component attached to it, with its Object Snippet set to Sphere.</description>
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    <item>
      <title>RaymarchBlend</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarchblend/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarchblend/</guid>
      <description>About Add a RaymarchBlend component to a GameObject to make any RaymarchObjects in it or its children blend together.
Properties RecursiveIf true, this blend will apply to all children, grand-children, etc. recursively underneath this component&#39;s Transform. SnippetThe blend snippet to apply.  Built-in Blend Snippets Union Union is the &#34;default&#34; blend, and simply places your objects together in the scene without any modification. You don&#39;t need to add a RaymarchBlend component to get this default behavior.</description>
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    <item>
      <title>RaymarchLight</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarchlight/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarchlight/</guid>
      <description>RaymarchLight is a component you add to any object with a Unity Light component to make it participate in the raymarching process.
Inside the Unity Light component, the type of light, its intensity and color, and whether it has shadows or not are all parameters used by the Raymarcher. Additionally, you can adjust the light&amp;rsquo;s shadow penumbra size with the ShadowSharpness property.
Properties Shadow SharpnessAdjusts how fuzzy this light&#39;s shadows are.</description>
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    <item>
      <title>RaymarchModifier</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarchmodifier/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarchmodifier/</guid>
      <description>With modifiers you can take the primitives you make with Objects and tweak them to make new shapes.
It&amp;rsquo;s useful to think of modifiers as &amp;ldquo;bending the space&amp;rdquo; around your object.
Properties GlobalIf true, this modifier will apply to all objects in the scene. Otherwise, it applies to RaymarchObjects in its own Transform, and any children. SnippetThe modifier snippet to use.  Built-in Modifier Snippets Bend Displacement Mirror Pixelate Repeat Slice Twist   Making your own Modifiers  In the Project window, click Create -&amp;gt; Raymarcher -&amp;gt; Modifier.</description>
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    <item>
      <title>RaymarchObject</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarchobject/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarchobject/</guid>
      <description>The RaymarchObject component adds an object primitive in your scene at the position and rotation of its Transform.
Objects are primitives you use to compose raymarched scenes and objects.
They are defined by signed distance functions, which is just a fancy way of describing some code that answers a question:
 &amp;ldquo;How far away from this object am I?&amp;rdquo;
 Properties ObjectSnippetWhich primitive to render MaterialSnippetThe snippet defining how rays will act when they bounce off this object Subtract   None - The object will render normally.</description>
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    <item>
      <title>RaymarchingPreferences</title>
      <link>https://kev.town/raymarching-toolkit/reference/raymarchingpreferences/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/raymarchingpreferences/</guid>
      <description>You can change advanced settings in the &amp;ldquo;Raymarching Toolkit Preferences&amp;rdquo; object by navigating in your Project window to Raymarching Toolkit/Assets/Resources/Raymarching Toolkit Preferences:
In the Inspector window you&amp;rsquo;ll see the Preferences object. These settings apply across all Raymarchers in your project.
Properties Raymarching TemplateThe default raymarching shader template the toolkit uses when you create a new Raymarcher. (Note this value can be overriden for each individual Raymarcher via its &#34;Shader Template&#34;</description>
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    <item>
      <title>Report a Bug</title>
      <link>https://kev.town/raymarching-toolkit/report-a-bug/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/report-a-bug/</guid>
      <description>When you find a bug, please help us out by reporting it!
Please include:
 A description of the bug Your system environment (operating system, Unity version, version of the toolkit) Explain clearly how to reproduce the issue with step-by-step instructions Any other information you think might be useful or relevant  If it&amp;rsquo;s easy for you to send a video showing it, that&amp;rsquo;s even better!
Send your bug to: kevinwatters@gmail.</description>
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    <item>
      <title>Roadmap</title>
      <link>https://kev.town/raymarching-toolkit/roadmap/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/roadmap/</guid>
      <description> Planned features  Some features planned for future releases of the toolkit:
 Integrate with Unity&amp;rsquo;s lighting and shadow passes Export static scenes (or scenes with some dynamic elements)  as slim WebGL pages as 4kb demoscene-like executables  PBR (physically-based-rendering) materials like the Standard Unity shader Turn any part of your scene into a polygonal mesh Import a polygonal mesh as a 3D texture Conetracing for more performance  </description>
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    <item>
      <title>Snippets</title>
      <link>https://kev.town/raymarching-toolkit/reference/snippets/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://kev.town/raymarching-toolkit/reference/snippets/</guid>
      <description>Snippet Types ObjectSnippet Defines a primitive shape.
MaterialSnippet Determines what happens when light hits an object.
ModifierSnippet Changes space.
BlendSnippet Blends object primitives together.
Snippet Inputs When writing snippet code, you use HLSL like usual in Unity, with one exception. For variables you want to expose as knobs in the editor for easy tweaking, you can use the &amp;ldquo;SnippetInput&amp;rdquo; syntax, which is just a normal variable name prefixed with a dollar sign:</description>
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