This is a small shader graph tutorial on how to recreate my Paper Lantern shader. No modelling is required.
This tutorial will teach you how to find the intersections between a 3D line and several shapes. It is primarily about the math and its HLSL implementation.
In this tutorial I will walk you through the individual components and process of recreating my SMBH shader. It combines raymarching and the law of gravity to simulate the iconic visualisation of black holes.