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Repository: TheAllenChou/unity-ray-marching
Branch: master
Commit: 8c584a834348
Files: 127
Total size: 2.8 MB

Directory structure:
gitextract_5r91oazk/

├── .gitignore
├── LICENSE
├── README.md
└── unity-ray-marching/
    ├── Assets/
    │   ├── Scenes/
    │   │   ├── AABB Tree Stress Test/
    │   │   │   ├── AABB Tree Stress Test.unity
    │   │   │   └── AABB Tree Stress Test.unity.meta
    │   │   ├── AABB Tree Stress Test.meta
    │   │   ├── Game Object Ray Marcher/
    │   │   │   ├── Game Object Ray Marcher.unity
    │   │   │   └── Game Object Ray Marcher.unity.meta
    │   │   ├── Game Object Ray Marcher.meta
    │   │   ├── Primitives/
    │   │   │   ├── Primitives.shader
    │   │   │   ├── Primitives.shader.meta
    │   │   │   ├── Primitives.unity
    │   │   │   └── Primitives.unity.meta
    │   │   ├── Primitives.meta
    │   │   ├── Spheres/
    │   │   │   ├── Spheres.shader
    │   │   │   ├── Spheres.shader.meta
    │   │   │   ├── Spheres.unity
    │   │   │   └── Spheres.unity.meta
    │   │   └── Spheres.meta
    │   ├── Scenes.meta
    │   ├── Script/
    │   │   ├── PostProcessingBase.cs
    │   │   ├── PostProcessingBase.cs.meta
    │   │   ├── PostProcessingBlit.cs
    │   │   ├── PostProcessingBlit.cs.meta
    │   │   ├── PostProcessingCompute.cs
    │   │   ├── PostProcessingCompute.cs.meta
    │   │   ├── Ray Marching/
    │   │   │   ├── AabbTree.cs
    │   │   │   ├── AabbTree.cs.meta
    │   │   │   ├── GameObjectRayMarcher.cs
    │   │   │   ├── GameObjectRayMarcher.cs.meta
    │   │   │   ├── RayMarchedShape.cs
    │   │   │   ├── RayMarchedShape.cs.meta
    │   │   │   ├── RayMarchedSphere.cs
    │   │   │   ├── RayMarchedSphere.cs.meta
    │   │   │   ├── SdfShape.cs
    │   │   │   └── SdfShape.cs.meta
    │   │   ├── Ray Marching.meta
    │   │   ├── Util/
    │   │   │   ├── ConditionalFieldAttribute.cs
    │   │   │   ├── ConditionalFieldAttribute.cs.meta
    │   │   │   ├── ConditionalFieldAttributeDrawer.cs
    │   │   │   ├── ConditionalFieldAttributeDrawer.cs.meta
    │   │   │   ├── MathUtil.cs
    │   │   │   ├── MathUtil.cs.meta
    │   │   │   ├── QuaternionUtil.cs
    │   │   │   ├── QuaternionUtil.cs.meta
    │   │   │   ├── VectorUtil.cs
    │   │   │   └── VectorUtil.cs.meta
    │   │   └── Util.meta
    │   ├── Script.meta
    │   ├── Shader/
    │   │   ├── Math/
    │   │   │   ├── CatmullRom.cginc
    │   │   │   ├── CatmullRom.cginc.meta
    │   │   │   ├── Color.cginc
    │   │   │   ├── Color.cginc.meta
    │   │   │   ├── Math.cginc
    │   │   │   ├── Math.cginc.meta
    │   │   │   ├── Quaternion.cginc
    │   │   │   ├── Quaternion.cginc.meta
    │   │   │   ├── Vector.cginc
    │   │   │   └── Vector.cginc.meta
    │   │   ├── Math.meta
    │   │   ├── Noise/
    │   │   │   ├── ClassicNoise2D.cginc
    │   │   │   ├── ClassicNoise2D.cginc.meta
    │   │   │   ├── ClassicNoise3D.cginc
    │   │   │   ├── ClassicNoise3D.cginc.meta
    │   │   │   ├── Noise.cginc
    │   │   │   ├── Noise.cginc.meta
    │   │   │   ├── NoiseCommon.cginc
    │   │   │   ├── NoiseCommon.cginc.meta
    │   │   │   ├── RandomNoise.cginc
    │   │   │   ├── RandomNoise.cginc.meta
    │   │   │   ├── Resources/
    │   │   │   │   ├── ClassicNoiseCs.compute
    │   │   │   │   ├── ClassicNoiseCs.compute.meta
    │   │   │   │   ├── ClassicNoisePeriodicCs.compute
    │   │   │   │   ├── ClassicNoisePeriodicCs.compute.meta
    │   │   │   │   ├── RandomNoiseCs.compute
    │   │   │   │   ├── RandomNoiseCs.compute.meta
    │   │   │   │   ├── RandomNoiseVectorCs.compute
    │   │   │   │   ├── RandomNoiseVectorCs.compute.meta
    │   │   │   │   ├── SimplexNoiseCs.compute
    │   │   │   │   ├── SimplexNoiseCs.compute.meta
    │   │   │   │   ├── SimplexNoiseGradientCs.compute
    │   │   │   │   └── SimplexNoiseGradientCs.compute.meta
    │   │   │   ├── Resources.meta
    │   │   │   ├── SimplexNoise2D.cginc
    │   │   │   ├── SimplexNoise2D.cginc.meta
    │   │   │   ├── SimplexNoise3D.cginc
    │   │   │   └── SimplexNoise3D.cginc.meta
    │   │   ├── Noise.meta
    │   │   ├── Ray Marching/
    │   │   │   ├── Resources/
    │   │   │   │   ├── AabbTree.cginc
    │   │   │   │   ├── AabbTree.cginc.meta
    │   │   │   │   ├── RayMarcherCs.compute
    │   │   │   │   └── RayMarcherCs.compute.meta
    │   │   │   ├── Resources.meta
    │   │   │   ├── SDF/
    │   │   │   │   ├── Normal.cginc
    │   │   │   │   ├── Normal.cginc.meta
    │   │   │   │   ├── Operators.cginc
    │   │   │   │   ├── Operators.cginc.meta
    │   │   │   │   ├── Primitives.cginc
    │   │   │   │   ├── Primitives.cginc.meta
    │   │   │   │   ├── SDF.cginc
    │   │   │   │   ├── SDF.cginc.meta
    │   │   │   │   ├── Shapes.cginc
    │   │   │   │   ├── Shapes.cginc.meta
    │   │   │   │   ├── Util.cginc
    │   │   │   │   └── Util.cginc.meta
    │   │   │   └── SDF.meta
    │   │   └── Ray Marching.meta
    │   └── Shader.meta
    ├── Packages/
    │   └── manifest.json
    └── ProjectSettings/
        ├── AudioManager.asset
        ├── ClusterInputManager.asset
        ├── DynamicsManager.asset
        ├── EditorBuildSettings.asset
        ├── EditorSettings.asset
        ├── GraphicsSettings.asset
        ├── InputManager.asset
        ├── NavMeshAreas.asset
        ├── Physics2DSettings.asset
        ├── PresetManager.asset
        ├── ProjectSettings.asset
        ├── ProjectVersion.txt
        ├── QualitySettings.asset
        ├── TagManager.asset
        ├── TimeManager.asset
        ├── UnityConnectSettings.asset
        ├── VFXManager.asset
        └── XRSettings.asset

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
unity-ray-marching/[Ll]ibrary/
unity-ray-marching/[Dd]ebug/
unity-ray-marching/[Tt]emp/
unity-ray-marching/[Oo]bj/
unity-ray-marching/[Bb]uild/
unity-ray-marching/[Bb]uilds/
unity-ray-marching/.vs/
bin/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb

# Unity3D generated meta files
*.pidb.meta

# Unity3D Generated File On Crash Reports
sysinfo.txt

# Builds
*.unitypackage


================================================
FILE: LICENSE
================================================
MIT License

Copyright (c) 2021 Ming-Lun "Allen" Chou

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.


================================================
FILE: README.md
================================================
## Unity Ray Marching - My Sandbox for Learning Ray Marching
by **Ming-Lun "Allen" Chou** / [AllenChou.net](http://AllenChou.net) / [@TheAllenChou](http://twitter.com/TheAllenChou) / [Patreon](https://www.patreon.com/TheAllenChou)

This project has been forked into [MudBun](http://longbunnylabs.com/mudbun/), a volumetric VFX tool for Unity inspired by [Clayxels](https://andrea-intg.itch.io/clayxels).

![](/img/smooth-sphere-union.gif) ![](/img/interactive-game-objects.gif) ![](/img/heat-maps.gif)

## Features
  * Smooth Boolean operations: union, subtraction, intersection.
  * Heat maps: number of ray steps & number of SDF evaluations.
  * Final rendered image entirely generated using compute shader.

## Optimization Techniques
  * Bounding volume hierarchy (BVH) using dynamic AABB trees.
  * AABB query & ray query against AABB trees on GPU.

## References & Resources
  * [How Ray Marching & Signed Distance Fields (SDF) Work](http://www.michaelwalczyk.com/blog/2017/5/25/ray-marching)
  * [Smooth SDF Unions](http://www.iquilezles.org/www/articles/smin/smin.htm)
  * [SDF Normals](http://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm)
  * [Shadertoy](http://shadertoy.com)
  * [Dynamic Bounding Volume Hierarchies (GDC 2019)](https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf)
  * [Box2D](https://github.com/erincatto/box2d)


================================================
FILE: unity-ray-marching/Assets/Scenes/AABB Tree Stress Test/AABB Tree Stress Test.unity
================================================
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Download .txt
gitextract_5r91oazk/

├── .gitignore
├── LICENSE
├── README.md
└── unity-ray-marching/
    ├── Assets/
    │   ├── Scenes/
    │   │   ├── AABB Tree Stress Test/
    │   │   │   ├── AABB Tree Stress Test.unity
    │   │   │   └── AABB Tree Stress Test.unity.meta
    │   │   ├── AABB Tree Stress Test.meta
    │   │   ├── Game Object Ray Marcher/
    │   │   │   ├── Game Object Ray Marcher.unity
    │   │   │   └── Game Object Ray Marcher.unity.meta
    │   │   ├── Game Object Ray Marcher.meta
    │   │   ├── Primitives/
    │   │   │   ├── Primitives.shader
    │   │   │   ├── Primitives.shader.meta
    │   │   │   ├── Primitives.unity
    │   │   │   └── Primitives.unity.meta
    │   │   ├── Primitives.meta
    │   │   ├── Spheres/
    │   │   │   ├── Spheres.shader
    │   │   │   ├── Spheres.shader.meta
    │   │   │   ├── Spheres.unity
    │   │   │   └── Spheres.unity.meta
    │   │   └── Spheres.meta
    │   ├── Scenes.meta
    │   ├── Script/
    │   │   ├── PostProcessingBase.cs
    │   │   ├── PostProcessingBase.cs.meta
    │   │   ├── PostProcessingBlit.cs
    │   │   ├── PostProcessingBlit.cs.meta
    │   │   ├── PostProcessingCompute.cs
    │   │   ├── PostProcessingCompute.cs.meta
    │   │   ├── Ray Marching/
    │   │   │   ├── AabbTree.cs
    │   │   │   ├── AabbTree.cs.meta
    │   │   │   ├── GameObjectRayMarcher.cs
    │   │   │   ├── GameObjectRayMarcher.cs.meta
    │   │   │   ├── RayMarchedShape.cs
    │   │   │   ├── RayMarchedShape.cs.meta
    │   │   │   ├── RayMarchedSphere.cs
    │   │   │   ├── RayMarchedSphere.cs.meta
    │   │   │   ├── SdfShape.cs
    │   │   │   └── SdfShape.cs.meta
    │   │   ├── Ray Marching.meta
    │   │   ├── Util/
    │   │   │   ├── ConditionalFieldAttribute.cs
    │   │   │   ├── ConditionalFieldAttribute.cs.meta
    │   │   │   ├── ConditionalFieldAttributeDrawer.cs
    │   │   │   ├── ConditionalFieldAttributeDrawer.cs.meta
    │   │   │   ├── MathUtil.cs
    │   │   │   ├── MathUtil.cs.meta
    │   │   │   ├── QuaternionUtil.cs
    │   │   │   ├── QuaternionUtil.cs.meta
    │   │   │   ├── VectorUtil.cs
    │   │   │   └── VectorUtil.cs.meta
    │   │   └── Util.meta
    │   ├── Script.meta
    │   ├── Shader/
    │   │   ├── Math/
    │   │   │   ├── CatmullRom.cginc
    │   │   │   ├── CatmullRom.cginc.meta
    │   │   │   ├── Color.cginc
    │   │   │   ├── Color.cginc.meta
    │   │   │   ├── Math.cginc
    │   │   │   ├── Math.cginc.meta
    │   │   │   ├── Quaternion.cginc
    │   │   │   ├── Quaternion.cginc.meta
    │   │   │   ├── Vector.cginc
    │   │   │   └── Vector.cginc.meta
    │   │   ├── Math.meta
    │   │   ├── Noise/
    │   │   │   ├── ClassicNoise2D.cginc
    │   │   │   ├── ClassicNoise2D.cginc.meta
    │   │   │   ├── ClassicNoise3D.cginc
    │   │   │   ├── ClassicNoise3D.cginc.meta
    │   │   │   ├── Noise.cginc
    │   │   │   ├── Noise.cginc.meta
    │   │   │   ├── NoiseCommon.cginc
    │   │   │   ├── NoiseCommon.cginc.meta
    │   │   │   ├── RandomNoise.cginc
    │   │   │   ├── RandomNoise.cginc.meta
    │   │   │   ├── Resources/
    │   │   │   │   ├── ClassicNoiseCs.compute
    │   │   │   │   ├── ClassicNoiseCs.compute.meta
    │   │   │   │   ├── ClassicNoisePeriodicCs.compute
    │   │   │   │   ├── ClassicNoisePeriodicCs.compute.meta
    │   │   │   │   ├── RandomNoiseCs.compute
    │   │   │   │   ├── RandomNoiseCs.compute.meta
    │   │   │   │   ├── RandomNoiseVectorCs.compute
    │   │   │   │   ├── RandomNoiseVectorCs.compute.meta
    │   │   │   │   ├── SimplexNoiseCs.compute
    │   │   │   │   ├── SimplexNoiseCs.compute.meta
    │   │   │   │   ├── SimplexNoiseGradientCs.compute
    │   │   │   │   └── SimplexNoiseGradientCs.compute.meta
    │   │   │   ├── Resources.meta
    │   │   │   ├── SimplexNoise2D.cginc
    │   │   │   ├── SimplexNoise2D.cginc.meta
    │   │   │   ├── SimplexNoise3D.cginc
    │   │   │   └── SimplexNoise3D.cginc.meta
    │   │   ├── Noise.meta
    │   │   ├── Ray Marching/
    │   │   │   ├── Resources/
    │   │   │   │   ├── AabbTree.cginc
    │   │   │   │   ├── AabbTree.cginc.meta
    │   │   │   │   ├── RayMarcherCs.compute
    │   │   │   │   └── RayMarcherCs.compute.meta
    │   │   │   ├── Resources.meta
    │   │   │   ├── SDF/
    │   │   │   │   ├── Normal.cginc
    │   │   │   │   ├── Normal.cginc.meta
    │   │   │   │   ├── Operators.cginc
    │   │   │   │   ├── Operators.cginc.meta
    │   │   │   │   ├── Primitives.cginc
    │   │   │   │   ├── Primitives.cginc.meta
    │   │   │   │   ├── SDF.cginc
    │   │   │   │   ├── SDF.cginc.meta
    │   │   │   │   ├── Shapes.cginc
    │   │   │   │   ├── Shapes.cginc.meta
    │   │   │   │   ├── Util.cginc
    │   │   │   │   └── Util.cginc.meta
    │   │   │   └── SDF.meta
    │   │   └── Ray Marching.meta
    │   └── Shader.meta
    ├── Packages/
    │   └── manifest.json
    └── ProjectSettings/
        ├── AudioManager.asset
        ├── ClusterInputManager.asset
        ├── DynamicsManager.asset
        ├── EditorBuildSettings.asset
        ├── EditorSettings.asset
        ├── GraphicsSettings.asset
        ├── InputManager.asset
        ├── NavMeshAreas.asset
        ├── Physics2DSettings.asset
        ├── PresetManager.asset
        ├── ProjectSettings.asset
        ├── ProjectVersion.txt
        ├── QualitySettings.asset
        ├── TagManager.asset
        ├── TimeManager.asset
        ├── UnityConnectSettings.asset
        ├── VFXManager.asset
        └── XRSettings.asset
Download .txt
SYMBOL INDEX (116 symbols across 13 files)

FILE: unity-ray-marching/Assets/Script/PostProcessingBase.cs
  class PostProcessingBase (line 18) | [RequireComponent(typeof(Camera))]
    method DisposeSceneCamera (line 31) | private void DisposeSceneCamera()
    method Update (line 43) | private void Update()
    method OnValidate (line 50) | protected virtual void OnValidate()
    method UpdateSceneCamera (line 59) | private void UpdateSceneCamera()

FILE: unity-ray-marching/Assets/Script/PostProcessingBlit.cs
  class PostProcessingBlit (line 14) | [RequireComponent(typeof(Camera))]
    method OnRenderImage (line 22) | private void OnRenderImage(RenderTexture src, RenderTexture dst)

FILE: unity-ray-marching/Assets/Script/PostProcessingCompute.cs
  class PostProcessingCompute (line 14) | [RequireComponent(typeof(Camera))]
    method Init (line 22) | protected virtual void Init(ComputeShader compute) { }
    method Dispose (line 23) | protected virtual void Dispose(ComputeShader compute) { }
    method OnPreRenderImage (line 24) | protected virtual void OnPreRenderImage(ComputeShader compute, RenderT...
    method Dispatch (line 25) | protected virtual void Dispatch(ComputeShader compute, RenderTexture s...
    method OnPostRenderImage (line 26) | protected virtual void OnPostRenderImage(ComputeShader compute, Render...
    method OnDisable (line 28) | private void OnDisable()
    method OnRenderImage (line 37) | private void OnRenderImage(RenderTexture src, RenderTexture dst)

FILE: unity-ray-marching/Assets/Script/Ray Marching/AabbTree.cs
  type Aabb (line 21) | [StructLayout(LayoutKind.Sequential, Pack = 0)]
    method Union (line 31) | public static Aabb Union(Aabb a, Aabb b)
    method Intersects (line 51) | public static bool Intersects(Aabb a, Aabb b)
    method Aabb (line 68) | public Aabb(Vector3 min, Vector3 max)
    method Include (line 75) | public void Include(Vector3 p)
    method Expand (line 86) | public void Expand(float r)
    method Expand (line 97) | public void Expand(Vector3 r)
    method Contains (line 108) | public bool Contains(Aabb rhs)
    method RayCast (line 120) | public float RayCast(Vector3 from, Vector3 to, float maxFraction = 1.0f)
  class AabbTree (line 175) | public class AabbTree<T> where T : class
    type Node (line 183) | public struct Node
    type NodePod (line 200) | [StructLayout(LayoutKind.Sequential, Pack = 0)]
    method AabbTree (line 220) | public AabbTree()
    method Fill (line 243) | public int Fill(ComputeBuffer buffer, float aabbTightenRadius = 0.0f)
    method AllocateNode (line 276) | private int AllocateNode()
    method FreeNode (line 311) | private void FreeNode(int node)
    method CreateProxy (line 319) | public int CreateProxy(Aabb bounds, T userData)
    method DestroyProxy (line 335) | public void DestroyProxy(int proxy)
    method UpdateProxy (line 341) | public void UpdateProxy(int proxy, Aabb bounds)
    method GetBounds (line 356) | public Aabb GetBounds(int proxy)
    method Query (line 361) | public bool Query(Aabb bounds, QueryCallbcak callback = null)
    method RayCast (line 400) | public bool RayCast(Vector3 from, Vector3 to, RayCastCallback callback...
    method InsertLeaf (line 471) | private void InsertLeaf(int leaf)
    method RemoveLeaf (line 592) | private void RemoveLeaf(int leaf)
    method Balance (line 644) | private int Balance(int a)
    method DrwaGizmos (line 769) | public void DrwaGizmos(int isolateDepth = -1)
    method DebugDrawLink (line 835) | private void DebugDrawLink(int from, int to)
    method DebugDrawNode (line 846) | private void DebugDrawNode(int index, bool drawBounds, bool drawLabel,...

FILE: unity-ray-marching/Assets/Script/Ray Marching/GameObjectRayMarcher.cs
  class GameObjectRayMarcher (line 20) | [RequireComponent(typeof(Camera))]
    type HeatMapModeEnum (line 26) | public enum HeatMapModeEnum
    type ShaderConstants (line 67) | private struct ShaderConstants
    method OnValidate (line 113) | protected override void OnValidate()
    method Init (line 124) | protected override void Init(ComputeShader compute)
    method InitShaderConstants (line 129) | private void InitShaderConstants()
    method Dispose (line 172) | protected override void Dispose(ComputeShader compute)
    method OnPreRenderImage (line 187) | protected override void OnPreRenderImage(ComputeShader compute, Render...
    method Dispatch (line 294) | protected override void Dispatch(ComputeShader compute, RenderTexture ...
    method OnDrawGizmos (line 327) | private void OnDrawGizmos()

FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedShape.cs
  class RayMarchedShape (line 16) | [ExecuteInEditMode]
    method GetShapes (line 22) | public static List<SdfShape> GetShapes()
    method Query (line 40) | public static void Query(Aabb bounds, AabbTree<RayMarchedShape>.QueryC...
    method RayCast (line 45) | public static void RayCast(Vector3 from, Vector3 to, AabbTree<RayMarch...
    method FillAabbTree (line 52) | public static int FillAabbTree(ComputeBuffer buffer, float aabbTighten...
    method SyncBounds (line 60) | public static void SyncBounds()
    method DrawBoundingVolumeHierarchyGizmos (line 68) | public static void DrawBoundingVolumeHierarchyGizmos(int isolateDepth ...
    type OperatorEnum (line 74) | public enum OperatorEnum
    method OnEnable (line 87) | private void OnEnable()
    method OnDisable (line 95) | private void OnDisable()
    method OnValidate (line 106) | protected virtual void OnValidate() { }

FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedSphere.cs
  class RayMarchedSphere (line 14) | [ExecuteInEditMode]
    method OnValidate (line 40) | protected override void OnValidate()

FILE: unity-ray-marching/Assets/Script/Ray Marching/SdfShape.cs
  type SdfShape (line 16) | [StructLayout(LayoutKind.Sequential, Pack = 0)]
    type TypeEnum (line 21) | public enum TypeEnum
    method WarningSuppression (line 38) | private static void WarningSuppression()
    method Dummy (line 45) | public static SdfShape Dummy()
    method Sphere (line 60) | public static SdfShape Sphere(Vector3 center, float radius)
    method Box (line 73) | public static SdfShape Box(Vector3 center, Vector3 halfExtents, Quater...
    method Capsule (line 86) | public static SdfShape Capsule(Vector3 a, Vector3 b, float radius)
    method Cylinder (line 99) | public static SdfShape Cylinder(Vector3 a, Vector3 b, float radius)

FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttribute.cs
  class ConditionalFieldAttribute (line 20) | [AttributeUsage(AttributeTargets.Field)]
    method ConditionalFieldAttribute (line 37) | public ConditionalFieldAttribute

FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttributeDrawer.cs
  class ConditionalFieldAttributeDrawer (line 23) | [CustomPropertyDrawer(typeof(ConditionalFieldAttribute))]
    method AsStringValue (line 26) | public static string AsStringValue(SerializedProperty property)
    method ShouldShow (line 70) | private bool ShouldShow(SerializedProperty property)
    method GetPropertyHeight (line 118) | public override float GetPropertyHeight(SerializedProperty property, G...
    method OnGUI (line 127) | public override void OnGUI(Rect position, SerializedProperty property,...
    method FindPropertyRelative (line 153) | private SerializedProperty FindPropertyRelative(SerializedProperty pro...

FILE: unity-ray-marching/Assets/Script/Util/MathUtil.cs
  class MathUtil (line 14) | public class MathUtil
    method AsinSafe (line 35) | public static float AsinSafe(float x)
    method AcosSafe (line 40) | public static float AcosSafe(float x)
    method CatmullRom (line 45) | public static float CatmullRom(float p0, float p1, float p2, float p3,...

FILE: unity-ray-marching/Assets/Script/Util/QuaternionUtil.cs
  class QuaternionUtil (line 14) | public class QuaternionUtil
    method Magnitude (line 19) | public static float Magnitude(Quaternion q)
    method MagnitudeSqr (line 24) | public static float MagnitudeSqr(Quaternion q)
    method Normalize (line 29) | public static Quaternion Normalize(Quaternion q)
    method AngularVector (line 35) | public static Quaternion AngularVector(Vector3 v)
    method AxisAngle (line 51) | public static Quaternion AxisAngle(Vector3 axis, float angle)
    method GetAxis (line 60) | public static Vector3 GetAxis(Quaternion q)
    method GetAngle (line 70) | public static float GetAngle(Quaternion q)
    method Pow (line 75) | public static Quaternion Pow(Quaternion q, float exp)
    method Integrate (line 83) | public static Quaternion Integrate(Quaternion q, Quaternion v, float dt)
    method Integrate (line 91) | public static Quaternion Integrate(Quaternion q, Vector3 omega, float dt)
    method ToVector4 (line 98) | public static Vector4 ToVector4(Quaternion q)
    method FromVector4 (line 103) | public static Quaternion FromVector4(Vector4 v, bool normalize = true)
    method DecomposeSwingTwist (line 124) | public static void DecomposeSwingTwist
    type SterpMode (line 164) | public enum SterpMode
    method Sterp (line 176) | public static Quaternion Sterp
    method Sterp (line 191) | public static Quaternion Sterp
    method Sterp (line 206) | public static Quaternion Sterp
    method Sterp (line 222) | public static Quaternion Sterp

FILE: unity-ray-marching/Assets/Script/Util/VectorUtil.cs
  class VectorUtil (line 14) | public class VectorUtil
    method Rotate2D (line 16) | public static Vector3 Rotate2D(Vector3 v, float deg)
    method NormalizeSafe (line 26) | public static Vector3 NormalizeSafe(Vector3 v, Vector3 fallback)
    method FindOrthogonal (line 36) | public static Vector3 FindOrthogonal(Vector3 v)
    method FormOrthogonalBasis (line 46) | public static void FormOrthogonalBasis(Vector3 v, out Vector3 a, out V...
    method Slerp (line 53) | public static Vector3 Slerp(Vector3 a, Vector3 b, float t)
    method CatmullRom (line 73) | public static Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, V...
    method Abs (line 85) | public static Vector3 Abs(Vector3 v)
    method Min (line 90) | public static Vector3 Min(Vector3 a, Vector3 b)
    method Max (line 95) | public static Vector3 Max(Vector3 a, Vector3 b)
    method GetComopnent (line 100) | public static float GetComopnent(Vector3 v, int i)
Condensed preview — 127 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (3,108K chars).
[
  {
    "path": ".gitignore",
    "chars": 495,
    "preview": "unity-ray-marching/[Ll]ibrary/\nunity-ray-marching/[Dd]ebug/\nunity-ray-marching/[Tt]emp/\nunity-ray-marching/[Oo]bj/\nunity"
  },
  {
    "path": "LICENSE",
    "chars": 1078,
    "preview": "MIT License\n\nCopyright (c) 2021 Ming-Lun \"Allen\" Chou\n\nPermission is hereby granted, free of charge, to any person obtai"
  },
  {
    "path": "README.md",
    "chars": 1358,
    "preview": "## Unity Ray Marching - My Sandbox for Learning Ray Marching\nby **Ming-Lun \"Allen\" Chou** / [AllenChou.net](http://Allen"
  },
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This page contains the full source code of the TheAllenChou/unity-ray-marching GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 127 files (2.8 MB), approximately 754.4k tokens, and a symbol index with 116 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

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