Yes and it would open up a lot of possibilities!
I used the same method, but it is (as far as i know) only feasible for rendering solid objects, as it only calculates until it hits an object/stops at the surface (which is more efficient) but in order to display things with variable density (clouds for example) we need to march “inside” of the shape, which is why we need a constant step size.

vs
It should not be hard to change the setup in a way that allows for this to happen but i just can’t figure it out.
