Raymarch Voxel Engine OFFICIAL SALE

Raymarch Voxel Engine is a GPU-driven voxel rendering system for Unity URP. Instead of

meshing voxels into triangles, it stores voxel data in a 3D texture and marches rays through it per pixel, trading polygon count for pure fragment work.


Raymarch voxels in one paragraph

A raymarched voxel volume is a 3D texture where each texel is a voxel. For every screen pixel, a ray enters the volume's bounding box and steps through the texture using DDA (grid traversal) until it hits a non-empty voxel. That voxel's palette index looks up a material, and lighting runs from there. No mesh generation, no greedy meshing, no chunk remeshing on edit — writes are direct texture updates.


Key features

  • GPU raymarching via a URP ScriptableRendererFeature (VoxelRaymarchFeature).
  • DDA traversal with a macro-grid empty-space skipping structure for large sparse volumes.
  • Voxel Cone Tracing GI (VCTGlobalIllumination) for diffuse indirect lighting and reflections.
  • Volumetric lighting renderer feature with froxel-based accumulation.
  • Real-time editing: add/remove/paint voxels at runtime with undo/redo history.
  • Physics collision: per-chunk mesh colliders that rebuild only touched regions.
  • Procedural generation: heightmap, 3D-noise, biome, and structure generators.
  • Palette materials: 256-entry VoxelMaterialPalette with PBR + emissive fields.
  • MagicaVoxel import: drop .vox files into the project.
  • Optional volumetric explosions tied to the edit system.