A piece made to obtain horizontal lightning bolts through some simple vertical offset iterations disturbed by noise, with simplex-noise clouds as background and some light shafts (God rays) post-processing effects.
lightning, bolt, electricity, fog, clouds, fbm, God rays
A rudimentary ray marcher rendering a Sphere SDF with a naive offset sampling accumulation anti-aliasing pass to create a marble with a living pattern disturbed by Perlin noise
raymarcher, raymarching, ray march, marble, perlin, anti-aliasing, anti aliasing
A tiny ray marched render using a simple noise texture to provide a cheap grass resemblance, with a big goo composed of sphere distances bound by a smooth minimum union operator raising out of it.
raymarcher, raymarching, ray march, smooth minimum, smin, sphere, SDF
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).