A raymarched voxel engine for Unity providing real-time destructible environments with structural fracturing, voxel cone tracing global illumination, and volumetric lighting, no mesh generation need!Raymarch Voxel Engine is a GPU-driven voxel rendering system for Unity URP. Instead ofmeshing 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 paragraphA 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 featuresGPU 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.Documentation: https://drive.google.com/file/d/1ILrQPtUbbazCmYCBCimcS11-y39bAlSJ/view?usp=sharingSupported Platforms/OS: WIndows, Mac, LinuxKey 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 andreflections.• 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.





