Further explorations with crosshatch shading + raymarching. Adding RGB shift, shape morphing, and rotation to introduce more movement and variation into the effect.
Raymarching plus RGB shift is a fun combo, that halftone-looking texture almost looks tactile. What's actually driving the shape morphing here, is it time-based or tied to some other input?
Thanks! It’s time-based — I’m using sin(u_time) to drive the interpolation between a box and sphere SDF. The rotation and RGB shift are tied to time as well, so everything evolves together.
The low-poly scene already has a strong sense of place, and the 60fps browser target makes the interaction feel ambitious in the best way. I especially like how the restrained palette lets the “Explore the Silo” typography lead the experience.