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Compute shader approach for rendering a volumetric black hole
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MangoButtermilch/Unity-volumetric-black-hole
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(https://www.youtube.com/watch?v=2_W_-2elfEs)Video Showcase of current version:https://www.youtube.com/watch?v=2_W_-2elfEs
- The original approach for rendering the black hole comes from this blog post:https://medium.com/dotcrossdot/raymarching-simulating-a-black-hole-53624a3684d3
- The original approach for rendering volumetric clouds/nebulae comes from this tutorial:https://www.youtube.com/watch?v=0G8CVQZhMXw
GPU | Resolution px | March steps | Light steps | FPS | GPU LOAD |
---|---|---|---|---|---|
GTX 1070 | 480 x 270 | 500 | 4 | 60 (clamped) | 64% - 66% |
GTX 1070 | 720 x 405 | 750 | 1 | 60 (clamped) | 95% - 100% |
RTX 3060 | 480 x 270 | 500 | 4 | 150 (unclamped) | 33% - 35% |
RTX 3060 | 480 x 270 | 500 | 18 | 60 (unclamped) | 100% |
RTX 3060 | 850 x 490 | 500 | 4 | 55 - 60 (unclamped) | 100% |
The provided (pseudo) 3D textures are created with my free volume generator tool:
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Compute shader approach for rendering a volumetric black hole
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