Complete user guide, technical documentation, and FAQ
Learn how to use our Volume Shader performance testing tool
Suitable for entry-level and integrated GPUs. Basic Volume Shader rendering with low complexity algorithms.
Suitable for mid-range GPUs. Medium complexity volume rendering with lighting and shadow effects.
Suitable for gaming-grade GPUs. Complex Ray Marching algorithms with multi-layer volumetric effects.
Suitable for high-end GPUs. Extremely complex volume rendering with high-precision calculations and multiple layered effects.
Outstanding GPU performance, can smoothly run complex Volume Shader applications.
Good performance, suitable for most volumetric rendering applications.
Basically usable, recommend reducing complexity settings.
Insufficient GPU performance, hardware upgrade recommended.
Learn how to use the shader editor to create stunning volumetric effects
The editor uses GLSL ES 3.0 syntax, provides full-screen triangle rendering, and passes the following uniform variables to the fragment shader:
The core technology of Volume Shader is Ray Marching. Here's a basic volume rendering loop:
float volumeRender(vec3 ro, vec3 rd) {
float t = 0.0;
float density = 0.0;
for (int i = 0; i < 96; i++) {
vec3 p = ro + rd * t;
float d = sdf(p); // Signed distance field function
float sample = clamp(0.7 - d, 0.0, 1.0);
density += sample * 0.04;
t += 0.03 + sample * 0.02; // Adaptive step size
if (density > 1.0) break;
}
return density;
}Most common issues and solutions
If you encounter any issues or have suggestions, feel free to contact our technical support team.