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Help  How Is the Fluid Renderer Constructed?
#4
(23-05-2019, 08:02 AM)Komsur Wrote: Hi,
Thanks for the reply!

I was wondering if it would be possible to apply this sort of thing to a static asset. I see that Obi is converting particles to geometry, but I have a static asset that I'd like to apply the Obi shaders to, creating the "honey" effect, whilst also emitting Obi particles around it. Would this be possible?

Possible, but costly. You'd need to somehow voxelize the mesh, generate particles for each voxel, then render them as ellipsoids in each of the fluid buffers, and have the fluid renderer use them. This system is designed to render particle volumes, not meshes.

Why not using a reflection/refraction shader on the mesh directly? This would be both easier and far more performant. Though you could write your own, there's some in the store that would do the job:
https://assetstore.unity.com/packages/vf...ader-76954
https://assetstore.unity.com/packages/vf...ader-94848

(Note that I'm not affiliated with any of these, I just did a quick search for refractive/glass shaders)
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Messages In This Thread
RE: How Is the Fluid Renderer Constructed? - by josemendez - 23-05-2019, 08:47 AM