Micro-voxel trees and grass
I’ve been working on this for the past few weeks, and it’s finally starting to come together.
This is a DDA-traversal-based renderer. The world is divided into blocks, and selected blocks perform DDA traversal to render micro-voxel geometry instead of relying on flat textures.
Micro-voxels participate in the deferred lighting pipeline just like regular geometry - they receive global illumination, cascaded shadows, and volumetric lighting.
Built with Unity’s Scriptable Render Pipeline. 60 FPS @ 1080p on Mac M3 Pro.
P.S. The micro-voxel generation shader is still very much a prototype, so the leaves and grass are intentionally simple for now. Improving the procedural generation and shapes is the next major step.