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Package details
- Latest version
- 1.2.1
- Last updated
- First released
- Unity version
- 6000.0.70 or later
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- 9.4 MB
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Keywords
Raymarch Voxel Engine
A raymarched voxel engine for Unity URP: real-time water, infinite biome worlds, destructible terrain with structural physics, voxel cone traced GI and volumetric lighting, all without render meshes.
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About this asset
Demo | Website | Documentation
Raymarch voxels in one paragraph
Raymarch Voxel Engine is a GPU-driven voxel engine for Unity URP. It doesn't turn voxels into triangle meshes. Instead, it stores them in 3D textures and raymarches every pixel, so worlds of millions of voxels render and edit in real time with no meshing or remeshing.
NEW IN V1.2.0: THE WORLD & WATER UPDATE
• Real-time voxel water. It flows downhill, fills basins, builds pressure and levels out through tunnels. Dig a channel from a lake and watch it drain. It's rendered with refraction, reflections, depth absorption, caustics, sun glints and 3D voxel waves.
• Infinite worlds. Terrain streams in around the player, is generated on worker threads with Burst, and your edits are kept when chunks unload.
• Node-based biome editor. Design biomes visually with a live preview, then blend them across a temperature and humidity climate map. Seven ready-made biomes are included: Plains, Forest, Desert, Mesa, Highlands, Tundra and Swamp.
• MagicaVoxel structures. Drop .vox models into a biome to scatter wells, ruins, towers and statues across the world.
• Generated seas and lakes, a liquid brush, and support for the new Input System.
HOW IT WORKS
Each voxel volume is a 3D texture, and each texel is a voxel. For every screen pixel, a ray enters the volume and steps through a coarse macro grid to skip empty space. It then switches to a precise DDA grid walk until it hits a solid voxel. That voxel's palette entry supplies the material, and lighting runs from there. Edits are direct texture writes: no greedy meshing, no chunk rebuilds, no hitches.
FEATURES
• Destructible terrain. Carve and build at runtime with sphere, cube and cylinder brushes, full undo/redo, and edits that continue seamlessly across chunk borders.
• Structural physics. Pieces that lose their support break off and fall as physics objects.
• Voxel cone traced global illumination. Bounce light, emissive voxels, glossy reflections and pitch-black caves, updated only where the world changes.
• Volumetric explosions, smoke, clouds and fog, with scattering and self-shadowing.
• Soft, stable shadows across cascades, plus cross-volume sun shadows.
• Procedural trees, biome surface layers, beaches and cliffs.
• A 256-entry material palette with PBR and emissive properties.
• MagicaVoxel .vox import.
• Two demo scenes: Demo Terrain (an infinite biome world with water) and Demo Physics (destruction).
• A 35-page illustrated manual, setup guide and editor self-tests.
Built for Unity 6 and URP (Render Graph). Full source code is included.
From the publisher's Asset Store listing.
Technical details
Documentation: included in the package (Assets/Voxel Engine/Raymarch Voxel Engine Documentation.pdf), also available under Tools > Raymarch Voxel Engine > Documentation.
Requirements
• Unity 6000.0 or newer
• Universal Render Pipeline 17 (Render Graph); a preconfigured URP asset is included
• Burst, Collections and Mathematics packages (installed automatically)
• Compute shader and 3D texture support
• Supported platforms: Windows, macOS, Linux
Rendering
• Meshless GPU raymarching through a URP renderer feature (VoxelRaymarchFeature)
• Macro-grid empty-space skipping (8x8x8 cells) with fine DDA traversal
• Dirty-region voxel cone tracing GI: 5 diffuse cones and 1 glossy cone, a 128³ radiance volume by default, and up to 16 point/spot lights
• Shared 3D occupancy grid for cross-volume sun shadows, which scrolls with the player in infinite worlds
• URP soft shadows with cascade-aware bias (4 cascades in the bundled asset)
• Full-screen volumetric passes for explosions, smoke, clouds and fog
• Orthographic camera support
Water
• Sparse 8³ liquid bricks stored beside the solid voxels, with up to 16 liquid types
• Mass-conserving cellular automaton running as parallel Burst jobs, with a hydrostatic pressure pass
• Settled water sleeps; only changed bricks are uploaded to the GPU
• Refraction, Fresnel reflection, Beer-Lambert absorption, single scattering, caustics, underwater view and 3D voxel waves
• LiquidSource, LiquidSink, a liquid brush and a scripting API
World Generation
• Finite or infinite worlds made of 64³ chunks, generated by Burst jobs with pooling and a per-frame upload budget
• Edits persist when chunks unload
• Node-based Biome Graphs (27 node types) compiled to a Burst interpreter
• Biome World with temperature/humidity climate blending
• Procedural trees and MagicaVoxel .vox structure spawners that cross chunk borders
• Sea-level water generation
Editing and Physics
• Runtime add/remove with brushes, cross-volume edits and undo/redo
• MeshCollider physics chunks (16³) that rebuild only the touched regions
• Burst connectivity checks that detach unsupported islands
Editor Tools
• Biome Graph node editor with live preview
• Biome World inspector with climate map and world preview
• .vox importer with palette sync, and a Welcome window
• Self-tests for biome graphs and the liquid simulation
Included
• 2 demo scenes, 7 demo biomes and 6 demo .vox structures
• A material palette and a water liquid definition
• Full C# and HLSL source code
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.70f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.