Research&Development · Raymarching · Render Engine · Shader
Custom Raymarching Rendering Engine
A custom real-time raymarching rendering engine built entirely from scratch in Unity 3D and HLSL, utilizing Signed Distance Functions for procedural primitives and complex mathematical forms like the Mandelbulb fractal.
- Client
- TheHangingHouse R&D
- Studio
- TheHangingHouse (Codebrew)
- Platform
- Desktop
An advanced custom real-time rendering engine developed from scratch in Unity 3D to explore vertex-independent graphics pipelines. Written in HLSL as an advanced screen-space image effect, the engine bypasses traditional polygon meshes entirely—instead utilizing mathematical Signed Distance Functions (SDFs) and raymarching algorithms to render complex 3D scenes procedurally in real time. The engine features primitive shapes (cubes, spheres, cylinders), the Mandelbulb fractal, and a custom distance-repetition formula for rendering an infinite 3D world using modulo-based coordinate folding. This allows boundless spatial traversal and repeating environment structures without memory overhead. The architecture successfully bridges procedural mathematical rendering with Unity's standard rasterized scene objects through custom depth-buffering and hybrid rendering integration.
