Part 2, Coloring Light as it passes through Stained Glass
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Visit resource ↗Description
Valerio Marty’s Medium follow-up extends his Unity volumetric light raymarch with stained-glass tinting via nested world-space rays and a custom depth buffer for non-shadow-casting glass.
Each lit march step casts toward the sun, stepping through screen-space UVs to read a ScriptableRendererFeature depth pass (R8 linear camera distance). Hits sample glass albedo into RGB scattering; disabled shadows on glass are required.
Documents performance tradeoffs (4 - 8 inner samples), screen-space limitations, and keyword toggles between monochrome and colored paths. Builds on his prior volumetric tutorial and Alexander Ameye render-feature patterns.
Unity URP/HDRP intermediate shader work; niche but cited for stylized cathedral lighting and tech-art student portfolios.
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