It’s really a deep conversation. I’ve researched it myself, and have of course seen many of the tech demo’s like the one you have posted. There’s many variations, and topics on how to do it, approximations, Shaders, fluid dynamics, surface tension etc. I’m not sure it would be a priority.
I’d love to see a shader in combination with a plugin authored by someone else into Unity…Yes. That said I’m hoping Unity releases something else the community has been asking for prior to a fluids engine per se…See the Sticky and website link to the most asked question ever in the multiverse.
PBD fluids are some pretty interesting stuff - it has its drawbacks (fluids tend to be a bit too viscous from what I’ve seen), but can be fairly convincing for some fluids. Interaction between fluids and cloth/softbodies are pretty nice as well.
Check out Fluvio on the Asset Store - it’s not PBD but it is realtime incompressible fluid dynamics (full disclaimer here: I wrote it). Also feel free to ask any questions about it as well.
Great plugin!
However, there’s some problems: when there’s about 500 particles (working is XYZ space)in the scene, it starts to bring down the frame rate quite obviously. Is it because of my settings? what’s more the particles looks quite huge, so it’s not quite like water, but many individual balls. can you please make some tutorials? There’s few tuts about Fluvio out there on Youtube.