IsoMesh
This project is an exploration of procedural mesh generation and sort of a natural conclusion to my interest in signed distance field stuff (SDFs). It’s a tool for morphing, combining, subtracting, and otherwise transforming shapes with weird and cool results. All the work is done in parallel on the GPU with compute shaders, so it works nice and fast. I did a lot of work on usability and stability, with custom editors and gizmos throughout.
Check it out on GitHub for a more thorough explanation, or scroll down to enjoy some cool gifs.
Ultimately IsoMesh is a tool for manipulating signed distance fields and then generating meshes from the result. These SDFs can be primitive shapes like spheres or cubes, or sampled meshes. They can even have different material properties.
Subsurface scattering makes everything look so cool.
When static, SDFs can also be used with Unity physics. I do this in an efficient manner by only generate a small amount of geometry around normal physics objects. This is done asynchronously so it doesn't impact the main thread.
You can do some pretty freaky stuff by transforming the space!
They can even have UVs.