Voxel Ray Tracing in Unity - Part 4 - 4K at 120FPS
Mostly been focussing on moving operations away from the main thread.
Main thread world generation is ~4ms
Chunk generation is ~10ms per background job
Recorded at 4K with TAA, 120FPS, I7 12700K
Features:
- Modifyable Sparse Octrees that store the data
- Uses Compute Shaders that traces through the sparse octrees
- Renders to GBuffers and depth buffer for post processing, can be combined with regular meshes
- Early Z-Testing and Front to Back sorting
- Collision detection
- Infinite terrain generation with noise
- Raycasting on voxels (painting / adding / removing)
- A vizualizer to see the amount of steps each pixel takes
- Uses a seed for generation and serializes changes to a save folder
- Job System / Burst compiler for sorting / generating / loading
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