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            <title><![CDATA[Max Gittel's "CubeFrag" shader adapted for Dream Intruder VR project]]></title>
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            <description><![CDATA[I modified Max Gittel's "CubeFrag" shader for a project I'm working on]]></description>
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            <media:title type="plain">Max Gittel's "CubeFrag" shader adapted for Dream Intruder VR project</media:title>
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            <title><![CDATA[WIP - Dream trespassing VR scene]]></title>
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            <description><![CDATA[Working on a VR project, where you play as a trespasser in a dreamscape. This is the first iteration of the Guardian that hunts you in an infinite hall of pillars. The level geometry uses signed distance field raymarching with Kev Watters' Raymarc...]]></description>
            <content:encoded><![CDATA[<p>Working on a VR project, where you play as a trespasser in a dreamscape.<br />
This is the first iteration of the Guardian that hunts you in an infinite hall of pillars.<br />
The level geometry uses signed distance field raymarching with Kev Watters' Raymarching Toolkit for Unity, which allows me to do some interesting effects, like the distortion when the Guardian moves, and subtracting geometry around the Guardian and its laser.<br />
The sound was originally sampled from a modular synth, and there's further processing live in engine with the new(-ish) Unity Audio system</p>
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