
Description
Metaballs are easy to implement, but hard to optimize. This metaballs solution is robust, performant, and customizable- all through a single material parameter collection. This package is very easy to set up and configure, even for artists.
For those technically minded- this is a ray-marched metaball renderer running in the pixel shader. It uses a number of tricks and optimizations to reduce the amount of time spent marching, such as depth peeling, analytic sphere tests for the single case, dynamic step sizes, and more. It also uses distance and camera frustrum culling to minimize the amount of spheres actually rendered on-screen without compromising visual quality.
Try it out now and see if it's a good fit for your next project!