I have this shadertoy at: https://www.shadertoy.com/view/4sVfz1 I seem to get most of the routines of volume ray marching but I am missing something in my ray marching function that computes transparency according to the accumulated density at a point. Here is my ray marching function:
float ray( vec3 ro, vec3 rd, out float d, out float den )
{
float t = 0.0; d = EPS; den = 0.0;
for( int i = 0; i < STEPS; ++i )
{
vec3 p = ro + rd * t;
d = 0.3 * map( p, den ).x;
if( d < EPS || den > 1.0 || t > FAR ) break;
t += d;
den = fbm( p + TWA );
den += clamp( den, -1.0, 0.0 ) * t * t;
}
return t;
}
The proper ray marching function is this one:
float ray( vec3 ro, vec3 rd, out float den )
{
float t = 0.0, maxD = 0.0; den = 0.0;
for( int i = 0; i < STEPS; ++i )
{
vec3 p = ro + rd * t;
den = map( p );
maxD = maxD < den ? den : maxD;
if( maxD > 0.99 || t > FAR ) break;
t += 0.05;
}
den = maxD;
return t;
}