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  gamedev, tech, art and in-between

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2d GI Series #3 - Simple gi raymarching

The third part of the 2d global illumination series covering raymarching our scene with the help of the distance field we generated on the second part

2d GI Series #2 - Generating sdf on runtime

The second part of the 2d global illumination series covering the runtime generation of the signed distance field representation of our scene using the JFA (Jump Flood Algorithm)

2d GI Series #1 - Unity custom pipeline setup

The first part of the 2d global illumination series covering the setup of a minimal custom render pipeline in Unity game engine