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

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Fur Card Shader

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Volumetric Fog