This is a shader practice done on Shadertoy. I implemented gradient noise, FBM and sphere tracing to create the procedural dessert. To create the smooth sand hill, the number of octaves must be low. The dust is done by several layers of trilinear interpolated 3D noise. I blend the color of desert with dust based on how far toward the camera.
This is also done in Shadertoy, simulating the portal effect used in Dr. Strange transporting from one scene to another. To create the mountain scene, it requires higher number of octaves in FBM, and thus meanwhile increases computational cost. To reduce the cost, instead of directly computing it in Sign Distance Function, I only compute it in calculating normal. The results are almost the same.

Full implementation: https://www.shadertoy.com/view/3lVGWy
An anti-aliasing portal
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