Hello, everybody.
I am veryexcited to recommend my new plugin SSF Particle2Fluid Shader Util. It is dedicated to rendering particle data into smooth liquid surfaces.
In the process of game development, liquids or fluids have always been an important part of game performance. How to perform fluid simulation and rendering in real-time has become a common topic. During my game development career, I gradually found that the former is not important, because no one can completely judge the correctness of the fluid performance.
So if we can use black technology to make real-time effects similar to fluids, why not? We have learned that we care about high real-time performance, not high simulation accuracy. Even many times, we need some very artistic effects, such as Aquaman.
Using particles is an idea that many developers think of for the first time, and it is also very intuitive. SPH-based fluid simulation has become the mainstream real-time fluid simulation method, but if you directly use metaball to render, it is easy to get poor liquid’s appearance, such as bubble-like or jelly-like.
Then the question comes:
How to use particle data to render high-quality fluid surfaces in real-time?
To answer this question, SSF Particle2Fluid Shader Util was born! It is a Unity shader plugin which is suitable for rendering simulation systems that use particles as simulation units.
It has the following very nice properties:
- Support Unity Builtin ParticleSystem
- Support multiple particle sources with individual render configuration
- Excellent real-time operation efficiency,120+FPS on my GTX960M
- Amazing surface effect, including control over reflection\refraction\foam\smoothess and so on
- Open data customization interface
- Fully open source code
- Fully customizable surface shading
- Complete documentation and improvement guidelines
- Many Fancy Demos
It’s worth noticing that it is developed under Unity2019.3.0f5 and supports both Unity Builtin Shader and Universal Rendering Pipeline which could be handy for users using old/latest versions of unity. Besides, most computing work is done on GPU using Compute Shader which makes it fast.
I am sorry that no demo video is provided since I put much work on testing this shader Util and writing detailed documentation.
Before dropping more demo images, two links are provided:
Asset Store | Documentation
Load From TextFile
Single ParticleSystem
multiple ParticleSystem
Currently, on each frame, particle data is transferred to the GPU. If anybody has a GPU-based particle system and manages to extend the input as guided, the framerate can be higher.
If you are attracted but not sure whether it worth buying, please take a read over documentation. All the features, step-to-step setup, API are included.
Hope you enjoy this plugin!
Best wishes.






