This is a piece made to experiment with my first implementation of samplerCube uniforms on XYZ Shader Editor so I can compose scenes with HDRI skyboxes, this version with TXAA (temporal anti-aliasing).
Just a few layered textures and a blocky FBM sky for the sake of exercising blending static layers with random patterns and trying to achieve a minimally consistent look.
This is a tiny ray marcher that I wrote to explain Raymarching, rudimentary diffuse lighting, and the creation of basic 3D primitives using Signed Distance Fields (SDF), to a friend on a Discord call.
raymarcher, raymarching, ray march, SDF, distance, diffuse, normal