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@mlavik1

Alright, thanks for waiting. I hope it was worth it. At least, I learned a lot :)

First: What can you do with the tool I wrote (partially with help of AI):

  • Convert any mesh object to an SDF (using Unity's SDF Bake Tool) and display it in the slice renderer.
  • Use as many SDFs as you want. No need to adapt the shader.
  • Define a tint for each SDF so you can differentiate between certain objects (if desired).

What you cannot do with this tool:

  • Use different SDF sizes (bounding box) or resolutions (3d texture). Any differences will "break" the shader.
  • Mix large objects and small objects well. Since the bounding boxes need to be the same, smaller objects will lose their details easily…

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