Tidal 2 URP

Analytic Volumes

Exact primitive shapes evaluated per fragment - the default choice.

TidalVolumeAnalytic defines a volume from a simple primitive shape. Its signed distance field is evaluated exactly, per fragment, with full support for transform scale and rotation - so the clip and any cross-section mask stay pixel-accurate at any orientation.

Shapes

The shape is one of three primitives:

TidalVolumeAnalyticTypes { Cube=0, Sphere=1, Cylinder=3 }

Create them from GameObject → Tidal 2 → Volume → Cube | Sphere | Cylinder. Scale and rotate the GameObject freely; the analytic SDF follows the transform exactly.

Why analytic
  • Exact per-fragment SDF - no texture, no baking step.
  • Full transform scale and rotation support.
  • Cross-section masks resolve by closed-form ray-intersection (no proxy mesh).

When to use analytic vs SDF

Prefer analytic volumes whenever a cube, sphere, or cylinder (or a combination of several) is enough to describe the region. They are the lightweight default: no bake step, exact edges, and they drive the pixel-exact cross-section masks directly.

Reach for an SDF volume only when the shape is genuinely arbitrary - a boat hull, a submarine interior, or other irregular geometry that a primitive cannot approximate.