- Unity 2019.3.0f3 or later
Shadow Caster- Create
ShadowCasterpass. - Please check if you want a shadow of a raymarching object.
- Create
World Space- The given
posin a distance function becomes world-space one. - If not,
posbecomes an object-space one.
- The given
Object Scale- If checked,
posin a distance function is scaled by the object scale.
- If checked,
Check If Inside Object- Check if the camera position is inside the object, and then if so, emit ray from the near clip plane.
- Please set the
Cullingin Material Properties asCull Off.
Ray Stops At Depth Texture- The occlusion with the other objects is calculated using the
CameraDepthTexture. - Please check this with the setting of a transparent object.
- Set
Render TypeasTransparent. - Set
Render QueueasTransparentor greater. - Uncheck
ZWritein Material Properties.
- Set
- And please check URP is generating
CameraDepthTextureor not inDepth Prepassstage from Frame Debug window.- If you don't use Cascaded Shadow, the texture may not be created.
- The occlusion with the other objects is calculated using the
Ray Starts From Depth Texture- The ray starts from depth texture to avoid the same calculation done in both
DepthOnlyandForwardLitpasses. - Please check URP is generating
CameraDepthTextureor not.
- The ray starts from depth texture to avoid the same calculation done in both
- Render Type
RenderTypetag value likeOpaque,Transparent, andTransparentCutout.
- Render Queue
Queuetag value likeGeometry,AlphaTest, andTransparent.
- LOD
LODsetting in a shader.
- Object Shape
PostEffectOutput is the following type in each template.
- UniversalRP > Lit
- Same lighting as the built-in
Universal Render Pipelin/Litshader.
- Same lighting as the built-in
- UniversalRP > Unlit
- No lighting, and same as the built-in
Universal Render Pipelin/Unlitshader.
- No lighting, and same as the built-in

