In an attempt of creating Realistic looking Nebula for my game, I was studying about Raymarching for a while, and how we can implement it in unreal. I was looking into Ryan Bruck’s awesome work and progress on this for volumetric clouds generation, and got a chance to play around with custom developed raymarching shader for about a week, but my main focus has been to generate a Nebula and not a clouds.
So I created a noise material that provides texture sheets of 16x16. I am baking the texture sheet as render target, and feeding the render target in a materila to create PseudoVolume Texture. Then with density raymarching I created volums that is fixed inside a given bound, and I added tweakable parameters that let me customize properties like color, density , shadow, threshold, etc.
I created this thread to share my updates as I progress. Showing few snapshots of very early prototype of my work so far.
https://forums.unrealengine.com/core/image/gif;base64