https://github.com/naelstrof/fluidrenderingforgames
https://github.com/naelstrof/fluidrenderingforgames
Last synced: 5 months ago
JSON representation
- Host: GitHub
- URL: https://github.com/naelstrof/fluidrenderingforgames
- Owner: naelstrof
- License: mit
- Created: 2024-09-16T19:04:27.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2025-02-07T02:47:57.000Z (over 1 year ago)
- Last Synced: 2025-02-16T08:47:25.456Z (over 1 year ago)
- Language: ShaderLab
- Size: 26.5 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Fluid Rendering For Games

A set of tools for rendering streams and splats in games. It leans into looking artistically appealing more than being technically correct.
## Features
Great for spurts, splats, laminar streams, and goopy strands. Designed for realtime rendering.
* Uses a post-process Rendering Feature to combine fluid particles into convincing surface-tension clumps.
* Uses Skinned Mesh Decals to "infinitely" splat fluids onto other objects.
* Designed from the ground up to make artsy fluid streams from an isolated package.
## Limitations
* Not easy to use and customize, requires a programmatic approach to integrate.
* Requires a LOT of VRAM, two full-screen screen buffers, and two buffers for every decalable. (RGBA, and RFloat buffers.)
* Pixel complexity is very high, does a height->normal conversion in shader for both decalables and the fullscreen buffer.
## Installation
To install this package, you can use Unity's built-in package manager. Simply add `https://github.com/naelstrof/FluidRenderingForGames.git#upm` as a package.
Change `upm` to the specific tag you want if you don't want the version rug-pulled when it updates.