That sounds very wrong to me. There are all sorts of different things that can be stored in 3D textures, but the nature of the data is really quite different, and its not good to confuse one for the other. Signed distance fields store information about how close a point is to the surface of an object, and whether it is inside or outside the object. This information has various applications in game engines, and in this case its used to provide particle attractor features that are relatively cheap to compute in realtime. Searching for historical uses of SDF in Unity will cause further confusion since in the past, apart from a couple of specific SDF render-related 3rd party plugins, the most commonly talked about use of SDFs in Unity was for 2D SDFs used for text font purposes.



This 'SDF stored in a 3D texture' information is quite different to 3D textures that are used for things like fog density, and 3D textures that store vector fields which enable the velocity of particles to be influenced. And I already posted about some of the options for importing some of these kinds of data into Unity - short answer is that the appropriate tools are not really provided yet, and I only got results by using paid 3rd party assets (eg Mega Flow for vector field .fga import->3D texture) and butchering existing SDF code by Keijiro which was not written with the Visual Effects Graph system in mind. Unity plan more tools to help with this stuff and exporting from external tools, but these tools arent available yet. (with the exception of mesh to point cache stuff)

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