An object-space distance-field surface morphing between smooth forms and rounded separated cells, with finite controls, local animation clock and studio palette presets for URP.Animate a distance-field surface between a smooth form and rounded separated cells. Includes a finite-control component, independent local clock, studio palette presets and a shader distance-function extension point.Forward, depth and depth-normal passes write the actual surface-hit depth rather than the carrier cube depth. The saved Glacial Alloy demonstration shows the morph; Rose and Amber palettes are also included. Five-page English PDF manual included.This is a focused URP adaptation, not full upstream uRaymarching feature parity, physical fragments or mesh export. Original raymarch/primitive work remains credited to hecomi under the included MIT notice.Unity 6000.0.30f1 / URP 17.0.3; tested on Windows / Direct3D 11. Object-space distance-field shader, finite controls, independent clock, palette presets and five-page English manual.Keep implicit geometry inside the supplied unit-box carrier. Custom distance functions require their own convergence and quality tests. Intensity/alpha zero retain opaque hit depth. Metallic/Roughness describe authored studio highlights.No uShaderTemplate generator, legacy full-screen renderer, physical fragments, mesh export, scene-light/shadow integration, deferred lighting or XR certification. Screen coverage and trace complexity drive cost; offline preview is not an FPS benchmark.AI was used during code refactoring and scene preparation.




