Raymarcher Technical & APi Documentation
Raymarcher Modifier Category - Rotations
Namespace: Raymarcher.Objects.Modifiers
This category of modifiers contains rotation matrices that transform sdf objects.
SDF modifiers in the Raymarcher inherit from the base class RMObjectModifierBase.

Create a sdf modifier directly on the SDF Object via components.
It is not possible to create a sdf modifier at runtime as each object must be created at compile time.

Creating multiple modifiers with amplified values of deforming the sdf might lead to breaking the sdf matrix, which will create unwanted artefacts. So it's recommended to keep the effect of modifiers low.
In case you would really like to deform the sdf in extreme ways, you need to higher up the iteration count of the renderer.

Rotational modifiers are useful only when using the Performant render type, as all other render types automatically dispatch the object's rotation matrix to the shader.

RMModifier_RotateAxis :: RMObjectModifierBase
Creates a rotation matrix of the current sdf object based on upward vector.
public Vector3 rotationAxis;
public float angleAxis;
RMModifier_RotateQuaternion :: RMObjectModifierBase
Creates a full quaternion matrix of the current sdf object.
RMModifier_RotateXY :: RMObjectModifierBase
Creates a rotation matrix of the current sdf object based on Z angle.
public float angleZ;
RMModifier_RotateXZ :: RMObjectModifierBase
Creates a rotation matrix of the current sdf object based on Y angle.
public float angleY;
RMModifier_RotateYZ :: RMObjectModifierBase
Creates a rotation matrix of the current sdf object based on X angle.
public float angleX;