I really love the rendering style of Townscaper by Oskar Stålberg. Since Townscaper has the option to export your town as an .obj (including three “magic” textures), I thought it would be a nice project to reverse engineer this style.
This shader is a proof of concept to find out if I could create a “typical” Shadertoy shader, i.e. a shader that renders a non-trivial animated 3D scene, by using a ray tracer instead of the commonly used raymarching techniques.
I created a reference shader with ray-primitive intersection routines on Shadertoy. A simple path tracer is used to visualize the scene.
Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed got flooded with a continuous stream of RTX On / RTX Off comparisons.
This is the first year that I participated in the Global GameJam 2019. I created the game “Reinder wants to go home, early” in 4.8 hours.
Yet another Cornell Box: a path tracer in a single fragment shader on Shadertoy. Direct light sampling is used to reduce noise. The scene is rendered using 12 samples per pixel.
This is an experiment in drawing a simple procedural city. The basis of the city was initially a Rhombille tiling (2D). By drawing randomly placed doors and windows on each hexagon, the illusion of a 3D city is created.
By combining the webcam texture and the WebVR functionality of Shadertoy, I was able to create two “Augmented Reality” fragment shaders.
It’s the next week so time for “Raytracing: the next week” by Peter Shirley. Again, I implemented some of the chapters of the book in four shaders on Shadertoy.
I know I’m a bit late to the party, but I had a lot of fun reading “Ray tracing in one weekend” by Peter Shirley yesterday. I implemented some of the chapters of the book in four shaders on Shadertoy.
A simple path tracer is used to render an old watch. The old watch scene is (almost) the same scene as rendered using image-based lighting in my Shadertoy shader “Old watch (IBL)“.
I created a shader quine, a fragment shader without input (textures or models) that produces a copy of its own source code as its output, on Shadertoy.
An organic-looking SDF scene in a single, fully procedural, fragment shader. The scene is modelled for this specific camera viewpoint and lighting setup.
“Human Document” – my entry for the Shadertoy Competition 2018. A bit to my surprise, this shader turned out to be the winning entry :) You can find (the full source of) the fragment shader here: https://www.shadertoy.com/view/XtcyW4.
Paratrooper, a playable DOS game in a fragment shader.
This is my first attempt to render volumetric clouds in a fragment shader. Initially, I started to implement the clouds of Horizon Zero Dawn, as described in “The real-time volumetric cloudscapes of Horizon Zero Dawn” by Andrew Schneider and Nathan
This shader uses Image-Based Lighting to render an old watch. The materials of the objects in the scene have physically-based properties.
This shader was created for the Shadertoy Competition 2017. The shader is a tutorial about raymarching distance fields (using a ray marcher in Shadertoy).