This page has a great cache of formulae for various primitives, patterns and blend functions: http://mercury.sexy/hg_sdf/
The boolean and domain stuff there blew my mind. It's incredible how concise the descriptions are - goes a long way to explaining some of the more magical stuff that came out of the Shaderlab/Demoscene world.
Question - are many people using SDF/Ray marching in games outside of very niche uses? (clouds etc)?
The performance benefits only seem to kick in for very specific applications but I'd like to see whole levels/environments built like this. Maybe as the current gen of GPUs drops in price and become ubiquitous it will become a more feasible approach all round.
PS If anyone has access to a Rift (or a Vive via ReVive with a bit of fiddling) try out https://github.com/jimbo00000/RiftRay
It's a lot of Shaderlab stuff in VR and some of it is truly astonishing in a headset. (I know you can run the website itself in WebVR but it's clunky as hell and performance isn't great)