10-07-2020, 09:32 AM
(This post was last modified: 13-08-2020, 10:37 AM by josemendez.)
Hi all,
While Obi 5.5 (aka Burst backend) is undergoing beta testing, we've been working on improving Obi Fluid's rendering system, looking forward to the 5.5 release:
- New, unified renderer system for all SRPs.
- Proper URP support.
- Preview HDRP support.
ObiSimpleFluidRenderer has been removed, leaving only ObiFluidRenderer.
While you still retain the ability to write your own renderer if needed, the new ObiFluidRenderer is a modular, extensible system designed to cover most needs. It does not require you to manually select fluid materials/shaders depending on what you want the fluid to look like: it can render opaque/transparent dielectrics w/wo absorption/metals/unlit fluids, using a reduced set of parameters, all of them exposed in the renderer's inspector:
You can change blend modes, interpolate between opaque/transparent, use metalness to render molten metals, control reflectivity, absorption, smoothness, foam....etc. Every module is toggleable, so if you need cheap and fast rendering, you can disable all non-needed features and the resulting fluid shader will be stripped down to a variant containing the bare minimum code. You also have the ability to specify downsampling on a per-buffer basis, for finer control over performance.
All of this ensures the same fluid rendering system scales all the way down to very resource limited devices, and across multiple render pipelines.
More info/pic/videos soon .
While Obi 5.5 (aka Burst backend) is undergoing beta testing, we've been working on improving Obi Fluid's rendering system, looking forward to the 5.5 release:
- New, unified renderer system for all SRPs.
- Proper URP support.
- Preview HDRP support.
ObiSimpleFluidRenderer has been removed, leaving only ObiFluidRenderer.
While you still retain the ability to write your own renderer if needed, the new ObiFluidRenderer is a modular, extensible system designed to cover most needs. It does not require you to manually select fluid materials/shaders depending on what you want the fluid to look like: it can render opaque/transparent dielectrics w/wo absorption/metals/unlit fluids, using a reduced set of parameters, all of them exposed in the renderer's inspector:
You can change blend modes, interpolate between opaque/transparent, use metalness to render molten metals, control reflectivity, absorption, smoothness, foam....etc. Every module is toggleable, so if you need cheap and fast rendering, you can disable all non-needed features and the resulting fluid shader will be stripped down to a variant containing the bare minimum code. You also have the ability to specify downsampling on a per-buffer basis, for finer control over performance.
All of this ensures the same fluid rendering system scales all the way down to very resource limited devices, and across multiple render pipelines.
More info/pic/videos soon .