I revisited my #UE5 blackhole project recently. Updated the lighting. Before the light was only coming from the photon sphere around the event horizon. Now, in addition to that, I've added light coming from the gas itself, which gives it a much more realistic appearance.
More screenshots in thread.
Unity includes a tool for baking SDF textures:
🧊 I made this experimental shader for fully volumetric glass shaped to any object using a 3D distance texture. Handles layered self-refraction in a single pass (look at the ears, when the model is rotated), + explicit backface rendering via another camera -> texture pass.
I don't have clear plans to add this to PRISM, but it's something I wanted to try out as a morning experiment (R&D, rendering/optics, performance -- for later).