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Toaster

v1.2 Crumb

Bakery takes hours. A Toaster takes minutes.

GPU voxelizer + path tracer for Unity 6 URP. Voxelize your scene, trace light bounces, render as volumetric fog — all on the GPU.

4Pipeline Stages
7Visualizers
8Max Bounces
13SAT Axes

The Pipeline

Four stages from scene geometry to volumetric fog. All GPU-accelerated.

Bake Materials

Renders each object's Unity Meta Pass into a texture. Extracts albedo + emission in UV space. Handles all URP Lit shaders automatically.

Voxelize

Compute shader dispatches per triangle, not per voxel. 13-axis SAT intersection test, barycentric UV sampling, atomic fixed-point accumulation.

Path Trace

Halton-sequence rays per occupied voxel. DDA grid marching, shadow rays to all lights, multi-bounce color bleeding with Wang hash seeding.

Froxel Fog

Frostbite-style screen-space frustum grid. Beer-Lambert integration, Henyey-Greenstein phase function, temporal reprojection, height fog.

Why Not Bakery?

Bakery encodes lighting with 3 textures of L1 Spherical Harmonics. Toaster uses 1 RGBAHalf texture with L0 ambient. 75% less data, 90% less decode math. The tradeoff: isotropic light with no directional response. For volumetric fog, that's exactly what you want.

Features

Triangle-Dispatch Voxelization

One GPU thread per triangle, not per voxel. Only touches voxels near geometry. Dramatically faster than the textbook approach.

Atomic Accumulation

RWTexture3D doesn't support atomics. Workaround: InterlockedAdd on a RWStructuredBuffer<uint> with fixed-point RGBA packing. Zero race conditions.

Mesh Mega-Batching

All meshes merged into mega-buffers on CPU. Vertices pre-transformed, indices offset-adjusted. One upload, one bind. Eliminates per-object rebinding.

Multi-Volume Blending

Up to 8 fog volumes via StructuredBuffer. Per-volume density, intensity, and edge falloff. Smooth overlap compositing.

Temporal Reprojection

EMA blend with previous ViewProj reprojection. History buffer ping-pong keeps fog stable across frames without ghosting.

Light Halos + Height Fog

Fog density boosts near lights for natural glow. Height fog with sqrt falloff — dense at ground, thin above. All per-volume configurable.

Shader Graph Nodes

Three custom nodes: ToasterSampleVolume, ToasterSampleLighting, ToasterSampleFog. Drop into any Shader Graph.

Incremental Bake

Dirty tracking per object. Only re-voxelizes meshes that moved. Serialized Texture3D assets survive domain reloads.

One-Click Demo

Menu > Toaster > Create Demo Scene && Bake. Generates a corridor with pillars, neon emissives, and all 7 visualizers wired up.

BrowningLevel

Quality presets. Toaster-themed, obviously.

Raw
1.0m voxels
~32³
Light
0.5m voxels
~64³
Burnt
0.25m voxels
~128³

Debug Visualizers

Seven built-in ways to see what the voxel grid is doing.

Slice Heatmap Isosurface Multi-Slice Point Cloud Volume Fog Froxel Fog

Tech Stack

Unity 6 LTS URP 17 Compute Shaders HLSL C# RenderGraph CommandBuffer AsyncGPUReadback

Get Access

Unity Asset Store

Coming Soon

Toaster will be available on the Unity Asset Store once the pipeline is fully stable.

Early Access

Request Access

Interested in trying Toaster now? Reach out on Discord for early access.