Community Tutorial: Making a volume raymarching shader from scratch in Unreal 5.3 (Part 2)

In this video we are going to add a few features to our volumetric shader:

  • Directional lighting
  • Self shadowing
  • Ambient/Sky lighting
  • Distance field mesh shadows
  • Scene light linking

Same as the previous video, this is based on a tutorial series made by Ryan Brucks, Principal Technical Artist at Epic Games. Check out his blog at https://shaderbits.com/

Texture used in the video: Dropbox - T_Volume_Wisp_01.tga - Simplify your life

https://dev.epicgames.com/community/learning/tutorials/mPX1/unreal-engine-making-a-volume-raymarching-shader-from-scratch-in-unreal-5-3-part-2

Thanks for sharing. Very clear and helpful. Just a small note on the “shadowboxtest” as it was mentioned mapping values to 0.5 to 1 but it seems mapping the values in the range [0,1] to 0 and the values outside the range to 1 (and abov based on distance to the range). Thanks again for this great series.

1 Like