Description
Made completely by me :) although the original lighting scripts from @geotale's tutorial. So how does this work? It's actually really simple. Basically, there is a ray which moves forward a certain number of steps until the y position is below the height of the procedurally generated plane (gets a y-coordinate from the x and z position of the ray). Then I calculate the surface normal and do lighting and this happens! ^-^ Changelog: v1.1 - added actual grass textures Tags: #RAY #MADNESS #SHADER #3d #raycast #ray #cast #ray #trace #3d #open #world #textured #terrain #howtomakeausername #raytrace
Instructions
-Just a quick idea I had- Set the resolution and click the flag again to re-render. On turbowarp you can move in realtime using WASDQE and ARROW keys. Also, stop the program to see final render. Turbowarp link - https://turbowarp.org/444263092/fullscreen I apologise for it taking a while, but scratch is slow so it is expected. It has to raycast a large distance each pixel, so it isn't going to be fast.
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