https://blogs.unity3d.com/2020/02/10/achieve-beautiful-scalable-and-performant-graphics-with-the-universal-render-pipeline
https://github.com/Verasl/BoatAttack
https://github.com/Verasl/BoatAttack
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https://www.artstation.com/artwork/BmN5G6
Two liquid meshes are moving along a spline. Both meshes are 5x behind eachother on the spline and rotate around the spline to add some variation. Sadly motion blur doesn't work as the meshes are not "really" moving.
Two liquid meshes are moving along a spline. Both meshes are 5x behind eachother on the spline and rotate around the spline to add some variation. Sadly motion blur doesn't work as the meshes are not "really" moving.
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The pool is animated via vertex-shader and re-normalized. I've also added some fake-SSS (as emissive color) because the SSS-material itself wasn't enough (see video further down).
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I used Houdini for the simulation and generation of a liquid mesh. This mesh is copied and cut to get a tileable mesh (similar to making a texture tilable in Photoshop).
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Here you can see the meshes on the spline (each color is one mesh-instance). To get more variation: size- and vertex-offset-values can be defined for the start and the end of the spline. This means the mesh can e.g. grow "over time".
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The majority for the color is done by a SSS-material but I needed to add a bit fake-SSS to improve the impression.