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Sure, I can take a look at the shader.. however, I don't have access to my main workstation this week, so I can't really promise when I will find...
Hello @UsefulWeapon , it can work with custom shaders, however you will have to modify the shader to overlay the fluid texture over your model....
Hello @Epikus29 , happy to hear that you like it :) Sadly, FluidFlow will not consider vertex offset/displacement from a custom shader out of the...
well, it is hard to give the 'best' settings, as they depend heavily on your use case.. in general, you will get the best performance with the...
Hello @hugo-purespark you don't necessarily need a collider on your models for drawing/adding fluid to them. What may be a bit unintuitive, is...
Hi @Setmaster in the texture based simulation all fluid data is stored in a 4 channel RenderTexture (color + fluid amout per texel). In each...
I am glad to hear that you like it :) No, currently I don't have a support discord channel, though I am thinking about creating one as I have...
Hi, I am glad to hear you like it so far! To be honest I have not really thought about this usecase before, but this definitely seems like a...
Fluid Flow v2.5 has just been released! The main part of the update is a new particle-based simulation mode. Apart from that most of the core...
Hello @schema_unity , that does sound like a really weird issue.. It might be related to an issue, that I thought I fixed some time ago, but it...
Hello! Bullet Ballistics has just received a major update to version 2! >Asset Store< Version 2 has a big focus on improving performance using...
Hi, I am sorry for the late reply. Somehow, I did not receive a notification for this post.. feel free to also contact me at mr3d.cs@gmail.com if...
Hi, yes, FluidFlow is basically independent of the rendering pipeline you are using. The actual painting and fluid simulation is handled outside...
Fluid Flow 2 has been released recently! It is a complete rewrite of the original system, improving its usability, compatibility, and flexibility...
Hi, after the simulation is done, there is close to no performance impact. However if you have a bunch of simulators it can use quite a bit of gpu...
Version 1.2 has been released! > added fluid evaporation > reduced size of 'FluidObjects' by 50% > added possibility to further compress...
Version 1.1 is now released! > fluid simulation time is decreased by up to 50% > reduced vram usage > added shaders for LWRP and HDRP > other...
Hi, I am glad you like it! The compute shaders used for the fluid simulation will work independently from the render pipeline you are using. But I...
[MEDIA] Hi everyone! Fluid Flow version 2.5 is now online! Fluid Flow allows you to paint fluid to your objects in real time, and simulate it...
I dont see any reason, why it should not work with HDRP. HDRP only changes the rendering and nothing about the physics as far as I know.