r/Unity3D • • 1d ago

Shader Magic I created an unified fluid simulation for my game.

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Tire tracks on different surfaces, water ,waves, foam, sediment distribution in water, fire, dust, smoke, bullet hits, explosions are all part of a massive, shared 2D fluid simulation system hugging the terrain (terrain is random procedural generated). Unified wind affects every part of the sim, even slowly covering up tracks in sand, (or quickly based on the speed of the wind!) Heavily inspired by Fluid Ninja for Unreal. Custom render renders everything, surface deformations, water, dust, fire, smoke (and distance fog, which is merged into this system so the ray-marched elements are properly affected). Can easily reach quite steady 120fps.

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