Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $49. The latest store price is $70.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $70 | Latest store price | |
| $70 | Unity First Price 2026-08-11 2026-08-11 | |
| $49 | Unity New Release Discount 2026-08-11 2026-08-25 | |
| $49 | Unity New Release Discount 2026-08-11 2026-08-25 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Raymarch Voxel Engine
- Tools, Systems & Learning > Level & World Building
Raymarch Voxel Engine is a GPU-driven voxel rendering system for Unity URP. Instead of meshing voxels into triangles, it stores voxel data in a 3D texture and marches rays through it per pixel, trading polygon count for pure fragment work.
Raymarch voxels in one paragraph
A raymarched voxel volume is a 3D texture where each texel is a voxel. For every screen pixel, a ray enters the volume's bounding box and steps through the texture using DDA (grid traversal) until it hits a non-empty voxel. That voxel's palette index looks up a material, and lighting runs from there. No mesh generation, no greedy meshing, no chunk remeshing on edit — writes are direct texture updates.
Key features
• GPU raymarching via a URP ScriptableRendererFeature (VoxelRaymarchFeature).
• DDA traversal with a macro-grid empty-space skipping structure for large sparse volumes.
• Voxel Cone Tracing GI (VCTGlobalIllumination) for diffuse indirect lighting and reflections.
• Volumetric lighting renderer feature with froxel-based accumulation.
• Real-time editing: add/remove/paint voxels at runtime with undo/redo history.
• Physics collision: per-chunk mesh colliders that rebuild only touched regions.
• Procedural generation: heightmap, 3D-noise, biome, and structure generators.
• Palette materials: 256-entry VoxelMaterialPalette with PBR + emissive fields.
• MagicaVoxel import: drop .vox files into the project.
• Optional volumetric explosions tied to the edit system.
Raymarch voxels in one paragraph
A raymarched voxel volume is a 3D texture where each texel is a voxel. For every screen pixel, a ray enters the volume's bounding box and steps through the texture using DDA (grid traversal) until it hits a non-empty voxel. That voxel's palette index looks up a material, and lighting runs from there. No mesh generation, no greedy meshing, no chunk remeshing on edit — writes are direct texture updates.
Key features
• GPU raymarching via a URP ScriptableRendererFeature (VoxelRaymarchFeature).
• DDA traversal with a macro-grid empty-space skipping structure for large sparse volumes.
• Voxel Cone Tracing GI (VCTGlobalIllumination) for diffuse indirect lighting and reflections.
• Volumetric lighting renderer feature with froxel-based accumulation.
• Real-time editing: add/remove/paint voxels at runtime with undo/redo history.
• Physics collision: per-chunk mesh colliders that rebuild only touched regions.
• Procedural generation: heightmap, 3D-noise, biome, and structure generators.
• Palette materials: 256-entry VoxelMaterialPalette with PBR + emissive fields.
• MagicaVoxel import: drop .vox files into the project.
• Optional volumetric explosions tied to the edit system.