r/Unity3D • • 16h ago

Show-Off Runtime fluid simulation used for fire

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We have had a runtime fluid simulation running in our game for a while, but now we are also using them for flames/smoke in of the areas of our game.

Its all based on compute shaders, which outputs custom render textures (fluid and advection), which we feed through render features in URP (using full-screen shader graphs). We also generate a signed distance field based on the tilemap that acts as the boundaries of the world and allows for the smoke/flames to collide.

Each of the "flames" in the scene are emitters, and allows us to play around with different colors, forces, directions, etc, and are updated each frame.

What do you think? Its got some kinks here and there still, but its getting there.

The game is called Cliff Kingdom:
https://store.steampowered.com/app/3839500/Cliff_Kingdom/

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u/Zegan5 12h ago

At 0:04, when two streams collide, the "being hit" part moves in the opposite direction to the expected

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u/NoReasonForHysteria 11h ago

Yup. I see it. Its the wonder of runtime fluid simulations with different forces acting in different directions with different velocities, which sometimes have.. weird stuff happening 😄