The Geometry of Dragon Ball: A Deep Dive into SDFs and Raymarching

Today we are deconstructing the 4-Star Dragon Ball shader (available on Shadertoy here ). This shader is a good example of using 2D math to drive 3D optical effects. To understand it, we must reference the fundamental building blocks provided by Inigo Quilez . This shader is more than just a piece of fan art. I built this 4-Star Dragon Ball shader as a bridge between simple 2D shapes and complex…