
Lava Lamp Shader
A procedural lava lamp effect based on raymarching signed distance fields
Multiple zones where different lava colors can be specified on a single mesh
Lava correctly moves with the animations of rigged characters
Object thickness is correctly calculated for all viewing angles using a signed distance field texture representation of the mesh, which is precomputed using a custom mesh to SDF compute shader
Depth based intersection between lava and objects inside the lamp
Physically based refraction through the glass shell