Creates a RayMarching, which can be extended with GL nodes.



## Description
no description
## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>doubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the material is double sided or not</td>
</tr>
<tr>
	<td>front</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided</td>
</tr>
<tr>
	<td>maxSteps</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>maximum number of steps the raymarcher will run</td>
</tr>
<tr>
	<td>maxDist</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>maximum distance the raymarcher will step through</td>
</tr>
<tr>
	<td>surfDist</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>when the ray reaches this distance from a surface it will stop marching. You can lower this value to increase the precision of the raymarcher</td>
</tr>
<tr>
	<td>normalsBias</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>precision for normals computation</td>
</tr>
<tr>
	<td>shadowBias</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>precision for shadows computation</td>
</tr>
<tr>
	<td>useEnvMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an environment map</td>
</tr>
<tr>
	<td>envMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the environment map COP node</td>
</tr>
<tr>
	<td>envMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>environment intensity</td>
</tr>
<tr>
	<td>envMapRoughness</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>environment roughness</td>
</tr>
<tr>
	<td>tEnvMapRotate</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>allow env map rotation</td>
</tr>
<tr>
	<td>envMapRotation</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>env map rotation</td>
</tr>
<tr>
	<td>debug</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>debug mode</td>
</tr>
<tr>
	<td>debugMode</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>outputs color showing the number of steps required to solve the raymarching</td>
</tr>
<tr>
	<td>debugMinSteps</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>min steps count</td>
</tr>
<tr>
	<td>debugMaxSteps</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>max steps count</td>
</tr>
<tr>
	<td>debugMinDepth</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>min depth</td>
</tr>
<tr>
	<td>debugMaxDepth</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>max depth</td>
</tr>
<tr>
	<td>setBuilderNode</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if toggled on, the shader will be built from the gl nodes of another material. This can be useful to have multiple materials use the same gl network, but still set the uniforms differently</td>
</tr>
<tr>
	<td>builderNode</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>builder node</td>
</tr>
<tr>
	<td>useFog</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on if you have a fog in the scene and the material should be affected by it</td>
</tr>
<tr>
	<td>overrideCustomMaterials</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to choose which customMaterials will be generated</td>
</tr>
<tr>
	<td>createCustomMatDistance</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>creates a shadow material for point lights</td>
</tr>
<tr>
	<td>shadowDistanceMin</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>min shadow depth for point lights</td>
</tr>
<tr>
	<td>shadowDistanceMax</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>max shadow depth for point lights</td>
</tr>
<tr>
	<td>createCustomMatDepth</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>creates a shadow material for spot lights and directional lights</td>
</tr>
<tr>
	<td>shadowDepthMin</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>min shadow depth for spot lights and directional lights</td>
</tr>
<tr>
	<td>shadowDepthMax</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>max shadow depth for spot lights and directional lights</td>
</tr>
</table>