flowing mechanics simulation in unity3d?

is it possible to sample the previous frame pixel colours in unity3d and to continue momentum of colour gradients onto the next frame, to make fluid simulations and smoke swirls ? what kind of special shader tools are necessary for accessing that kind of thing? I don’t think they’re available in unity? Some interesting games have been made for example plasma pong and Geometry Wars (xbox360,pc) it’s quite a futuristic thing that has been available since SM 3 DX9 and great for adding interactivity for spacey productions? has there previously been talk about this on unity? Some examples? when will unity implement it?

I suppose you could use compute shaders to implement a fluid physics system like that. There’s plenty of papers about real time fluid simulations on a GPU out there.

lol that would use shader model 5.0. ok. I thought perhaps there was a straightforward solution with a 2nd pass or an unknown variable. sounds good.

Well, technically, you can do it with a standard shader. You would operate on the force/vertex/whatever texture from the previous frame. You can use some simple math to access the neighboring pixels exactly, etc… It just makes sense to go for a GPGPU approach instead, though.

That’s definitely possible.

I’ve done that for water, both in DX9 using vertex + fragment shaders and in DX11. And smb02dunnal also did it for a 3D fluid simulation.
You can render results to a RenderTexture, and read them back in in a next pass. The DirectCompute functionality you have in DX11 is more convenient because you don’t have a vertex shader pass to worry about, and it allows you to move data back to the CPU more easily, if you need to, using ComputeBuffers.