14 KiB
14 KiB
Ray Marching
Use Cases
- Rendering implicit surfaces (geometry defined by mathematical functions) without triangle meshes
- Creating fractals, organic forms, liquid metal, and other shapes difficult to express with traditional modeling
- Implementing volumetric effects: fire, smoke, clouds, glow
- Rapid prototyping of procedural scenes: building complex scenes by combining SDF primitives with boolean operations
- Advanced distance-field-based lighting: soft shadows, ambient occlusion, subsurface scattering
Core Principles
Cast a ray from the camera along each pixel direction, advancing step by step using a Signed Distance Function (SDF) (Sphere Tracing). Each step advances by the SDF value at the current point, guaranteeing no surface penetration.
- Ray equation:
P(t) = ro + t * rd - Stepping logic:
t += SDF(P(t)) - Hit test:
SDF(P) < epsilon - Normal estimation:
N = normalize(gradient of SDF(P))(direction of the SDF gradient) - Volumetric rendering: advance at fixed step size, accumulating density and color per step (front-to-back compositing)
Implementation Steps
Step 1: UV Normalization and Ray Direction
// Concise version
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
vec3 ro = vec3(0.0, 0.0, -3.0);
vec3 rd = normalize(vec3(uv, 1.0)); // z=1.0 ~ 90 deg FOV
// Precise FOV control
vec2 xy = fragCoord - iResolution.xy / 2.0;
float z = iResolution.y / tan(radians(FOV) / 2.0);
vec3 rd = normalize(vec3(xy, -z));
Step 2: Camera Matrix (Look-At)
mat3 setCamera(vec3 ro, vec3 ta, float cr) {
vec3 cw = normalize(ta - ro);
vec3 cp = vec3(sin(cr), cos(cr), 0.0);
vec3 cu = normalize(cross(cw, cp));
vec3 cv = cross(cu, cw);
return mat3(cu, cv, cw);
}
mat3 ca = setCamera(ro, ta, 0.0);
vec3 rd = ca * normalize(vec3(uv, FOCAL_LENGTH)); // 1.0~3.0, larger = narrower FOV
Step 3: Scene SDF
// SDF primitives
float sdSphere(vec3 p, float r) { return length(p) - r; }
float sdBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
}
float sdTorus(vec3 p, vec2 t) {
return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
}
// Boolean operations
float opUnion(float a, float b) { return min(a, b); }
float opSubtraction(float a, float b) { return max(a, -b); }
float opIntersection(float a, float b) { return max(a, b); }
// Smooth blending, adjustable k: 0.1~0.5
float smin(float a, float b, float k) {
float h = max(k - abs(a - b), 0.0);
return min(a, b) - h * h * 0.25 / k;
}
// Scene composition
float map(vec3 p) {
float d = sdSphere(p - vec3(0.0, 0.5, 0.0), 0.5);
d = opUnion(d, p.y); // ground
d = smin(d, sdBox(p - vec3(1.0, 0.3, 0.0), vec3(0.3)), 0.2); // smooth blend with box
return d;
}
Step 4: Ray Marching Loop
#define MAX_STEPS 128
#define MAX_DIST 100.0
#define SURF_DIST 0.001
float rayMarch(vec3 ro, vec3 rd) {
float t = 0.0;
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + t * rd;
float d = map(p);
if (d < SURF_DIST) return t;
t += d;
if (t > MAX_DIST) break;
}
return -1.0;
}
Step 5: Normal Estimation
// Central differences (6 SDF evaluations)
vec3 calcNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
// Tetrahedral trick (4 SDF evaluations, recommended)
vec3 calcNormal(vec3 pos) {
vec3 n = vec3(0.0);
for (int i = 0; i < 4; i++) {
vec3 e = 0.5773 * (2.0 * vec3((((i+3)>>1)&1), ((i>>1)&1), (i&1)) - 1.0);
n += e * map(pos + 0.001 * e);
}
return normalize(n);
}
Step 6: Lighting and Shading
vec3 shade(vec3 p, vec3 rd) {
vec3 nor = calcNormal(p);
vec3 lightDir = normalize(vec3(0.6, 0.35, 0.5));
vec3 halfDir = normalize(lightDir - rd);
float diff = clamp(dot(nor, lightDir), 0.0, 1.0);
float spec = pow(clamp(dot(nor, halfDir), 0.0, 1.0), SHININESS); // 8~64
float sky = sqrt(clamp(0.5 + 0.5 * nor.y, 0.0, 1.0));
vec3 col = vec3(0.2, 0.2, 0.25);
vec3 lin = vec3(0.0);
lin += diff * vec3(1.3, 1.0, 0.7) * 2.2;
lin += sky * vec3(0.4, 0.6, 1.15) * 0.6;
lin += vec3(0.25) * 0.55;
col *= lin;
col += spec * vec3(1.3, 1.0, 0.7) * 5.0;
return col;
}
Step 7: Post-Processing
col = pow(col, vec3(0.4545)); // Gamma correction (1/2.2)
col = col / (1.0 + col); // Reinhard tone mapping (optional, before gamma)
// Vignette (optional)
vec2 q = fragCoord / iResolution.xy;
col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.25);
Full Code Template
Can be pasted directly into ShaderToy. Includes SDF scene, Phong lighting, soft shadows, and ambient occlusion:
// ============================================================
// Ray Marching Full Template — ShaderToy
// ============================================================
#define MAX_STEPS 128
#define MAX_DIST 100.0
#define SURF_DIST 0.001
#define SHADOW_STEPS 24
#define AO_STEPS 5
#define FOCAL_LENGTH 2.5
#define SHININESS 16.0
// --- SDF Primitives ---
float sdSphere(vec3 p, float r) { return length(p) - r; }
float sdBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
}
float sdTorus(vec3 p, vec2 t) {
return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
}
// --- Boolean Operations ---
float opUnion(float a, float b) { return min(a, b); }
float opSubtraction(float a, float b) { return max(a, -b); }
float opIntersection(float a, float b) { return max(a, b); }
float smin(float a, float b, float k) {
float h = max(k - abs(a - b), 0.0);
return min(a, b) - h * h * 0.25 / k;
}
mat2 rot2D(float a) {
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}
// --- Scene Definition ---
float map(vec3 p) {
float ground = p.y;
vec3 q = p - vec3(0.0, 0.8, 0.0);
q.xz *= rot2D(iTime * 0.5);
float body = smin(sdSphere(q, 0.5), sdTorus(q, vec2(0.8, 0.15)), 0.3);
return opUnion(ground, body);
}
// --- Normal (Tetrahedral Trick) ---
vec3 calcNormal(vec3 pos) {
vec3 n = vec3(0.0);
for (int i = min(iFrame,0); i < 4; i++) {
vec3 e = 0.5773 * (2.0 * vec3((((i+3)>>1)&1), ((i>>1)&1), (i&1)) - 1.0);
n += e * map(pos + 0.001 * e);
}
return normalize(n);
}
// --- Soft Shadows ---
float calcSoftShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
float res = 1.0, t = tmin;
for (int i = 0; i < SHADOW_STEPS; i++) {
float h = map(ro + rd * t);
float s = clamp(8.0 * h / t, 0.0, 1.0);
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if (res < 0.004 || t > tmax) break;
}
res = clamp(res, 0.0, 1.0);
return res * res * (3.0 - 2.0 * res);
}
// --- Ambient Occlusion ---
float calcAO(vec3 pos, vec3 nor) {
float occ = 0.0, sca = 1.0;
for (int i = 0; i < AO_STEPS; i++) {
float h = 0.01 + 0.12 * float(i) / float(AO_STEPS - 1);
float d = map(pos + h * nor);
occ += (h - d) * sca;
sca *= 0.95;
}
return clamp(1.0 - 3.0 * occ, 0.0, 1.0);
}
// --- Ray March ---
float rayMarch(vec3 ro, vec3 rd) {
float t = 0.0;
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + t * rd;
float d = map(p);
if (abs(d) < SURF_DIST * (1.0 + t * 0.1)) return t;
t += d;
if (t > MAX_DIST) break;
}
return -1.0;
}
// --- Camera ---
mat3 setCamera(vec3 ro, vec3 ta, float cr) {
vec3 cw = normalize(ta - ro);
vec3 cp = vec3(sin(cr), cos(cr), 0.0);
vec3 cu = normalize(cross(cw, cp));
vec3 cv = cross(cu, cw);
return mat3(cu, cv, cw);
}
// --- Rendering ---
vec3 render(vec3 ro, vec3 rd) {
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y, 0.0) * 0.3; // sky
float t = rayMarch(ro, rd);
if (t > 0.0) {
vec3 pos = ro + t * rd;
vec3 nor = calcNormal(pos);
// Material
vec3 mate = vec3(0.18);
if (pos.y < 0.001) {
float f = mod(floor(pos.x) + floor(pos.z), 2.0);
mate = vec3(0.1 + 0.05 * f);
} else {
mate = 0.2 + 0.2 * sin(vec3(0.0, 1.0, 2.0));
}
// Lighting
vec3 lightDir = normalize(vec3(-0.5, 0.4, -0.6));
float occ = calcAO(pos, nor);
float dif = clamp(dot(nor, lightDir), 0.0, 1.0);
dif *= calcSoftShadow(pos + nor * 0.01, lightDir, 0.02, 2.5);
vec3 hal = normalize(lightDir - rd);
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0), SHININESS) * dif;
float sky = sqrt(clamp(0.5 + 0.5 * nor.y, 0.0, 1.0));
vec3 lin = vec3(0.0);
lin += dif * vec3(1.3, 1.0, 0.7) * 2.2;
lin += sky * vec3(0.4, 0.6, 1.15) * 0.6 * occ;
lin += vec3(0.25) * 0.55 * occ;
col = mate * lin;
col += spe * vec3(1.3, 1.0, 0.7) * 5.0;
col = mix(col, vec3(0.7, 0.7, 0.9), 1.0 - exp(-0.0001 * t * t * t)); // distance fog
}
return clamp(col, 0.0, 1.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
float time = 32.0 + iTime * 1.5;
vec2 mo = iMouse.xy / iResolution.xy;
vec3 ta = vec3(0.0, 0.5, 0.0);
vec3 ro = ta + vec3(4.0*cos(0.1*time+7.0*mo.x), 1.5, 4.0*sin(0.1*time+7.0*mo.x));
mat3 ca = setCamera(ro, ta, 0.0);
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
vec3 rd = ca * normalize(vec3(uv, FOCAL_LENGTH));
vec3 col = render(ro, rd);
col = pow(col, vec3(0.4545));
vec2 q = fragCoord / iResolution.xy;
col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.25);
fragColor = vec4(col, 1.0);
}
Common Variants
1. Volumetric Ray Marching
Advance at fixed step size, accumulating density/color per step. Used for fire, smoke, and clouds.
#define VOL_STEPS 150
#define VOL_STEP_SIZE 0.05
float fbmDensity(vec3 p) {
float den = 0.2 - p.y;
vec3 q = p - vec3(0.0, 1.0, 0.0) * iTime;
float f = 0.5000 * noise(q); q = q * 2.02 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.2500 * noise(q); q = q * 2.03 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.1250 * noise(q); q = q * 2.01 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.0625 * noise(q);
return den + 4.0 * f;
}
vec3 volumetricMarch(vec3 ro, vec3 rd) {
vec4 sum = vec4(0.0);
float t = 0.05;
for (int i = 0; i < VOL_STEPS; i++) {
vec3 pos = ro + t * rd;
float den = fbmDensity(pos);
if (den > 0.0) {
den = min(den, 1.0);
vec3 col = mix(vec3(1.0,0.5,0.05), vec3(0.48,0.53,0.5), clamp(pos.y*0.5,0.0,1.0));
col *= den; col.a = den * 0.6; col.rgb *= col.a;
sum += col * (1.0 - sum.a);
if (sum.a > 0.99) break;
}
t += VOL_STEP_SIZE;
}
return clamp(sum.rgb, 0.0, 1.0);
}
2. CSG Scene Construction
float sceneSDF(vec3 p) {
p = rotateY(iTime * 0.5) * p;
float sphere = sdSphere(p, 1.2);
float cube = sdBox(p, vec3(0.9));
float cyl = sdCylinder(p, vec2(0.4, 2.0));
float cylX = sdCylinder(p.yzx, vec2(0.4, 2.0));
float cylZ = sdCylinder(p.xzy, vec2(0.4, 2.0));
return opSubtraction(opIntersection(sphere, cube), opUnion(cyl, opUnion(cylX, cylZ)));
}
3. Physically-Based Volumetric Scattering
void getParticipatingMedia(out float sigmaS, out float sigmaE, vec3 pos) {
float heightFog = 0.3 * clamp((7.0 - pos.y), 0.0, 1.0);
sigmaS = 0.02 + heightFog;
sigmaE = max(0.000001, sigmaS);
}
vec3 S = lightColor * sigmaS * phaseFunction() * volShadow;
vec3 Sint = (S - S * exp(-sigmaE * stepLen)) / sigmaE;
scatteredLight += transmittance * Sint;
transmittance *= exp(-sigmaE * stepLen);
4. Glow Accumulation
vec2 rayMarchWithGlow(vec3 ro, vec3 rd) {
float t = 0.0, dMin = MAX_DIST;
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + t * rd;
float d = map(p);
if (d < dMin) dMin = d;
if (d < SURF_DIST) break;
t += d;
if (t > MAX_DIST) break;
}
return vec2(t, dMin);
}
float glow = 0.02 / max(dMin, 0.001);
col += glow * vec3(1.0, 0.8, 0.9);
5. Refraction and Bidirectional Marching
float castRay(vec3 ro, vec3 rd) {
float sign = (map(ro) < 0.0) ? -1.0 : 1.0;
float t = 0.0;
for (int i = 0; i < 120; i++) {
float h = sign * map(ro + rd * t);
if (abs(h) < 0.0001 || t > 12.0) break;
t += h;
}
return t;
}
vec3 refDir = refract(rd, nor, IOR); // IOR: index of refraction, e.g. 0.9
float t2 = 2.0;
for (int i = 0; i < 50; i++) {
float h = map(hitPos + refDir * t2);
t2 -= h;
if (abs(h) > 3.0) break;
}
vec3 nor2 = calcNormal(hitPos + refDir * t2);
Performance & Composition
Performance tips:
- Use tetrahedral trick for normals (4 SDF evaluations instead of 6)
min(iFrame,0)as loop start value to prevent compiler unrolling- AABB bounding box pre-test to skip empty regions
- Adaptive hit threshold:
SURF_DIST * (1.0 + t * 0.1) - Step clamping:
t += clamp(h, 0.01, 0.2) - Early exit for volumetric rendering when
sum.a > 0.99 - Use cheap bounding SDF first, then compute precise SDF
Composition directions:
-
- FBM noise: terrain/rock texture, cloud/smoke volumetric density fields
-
- Domain transforms (twist/bend/repeat): infinite repeating corridors, surreal geometry
-
- PBR materials (Cook-Torrance BRDF + Fresnel + environment mapping)
-
- Multi-pass post-processing: depth of field, motion blur, tone mapping
-
- Procedural animation: time-driven SDF parameters + smoothstep easing
Further Reading
Full step-by-step tutorials, mathematical derivations, and advanced usage in reference