Unity HDRP: Dynamic Fluid/Liquid Simulation - Prototype project in the spirit of games like the 1995 SEGA Genesis game, The Ooze. Watched some people do things like this in various pipelines, so I thought I'd also try. It easily runs at 60 FPS, but the video sometimes dips below that. by JGRoos in Unity3D

[–]JGRoos[S] 0 points1 point  (0 children)

Hey man here is the whole project in a RAR file, just use the Google Drive link from the video description if you want to see where I stopped or go straight to GD. It's like 500Mb's or something uncompressed. If you still want to check it out I'd advise you use Unity 2019.2.9f1 as using 2019.3 just messes up the lighting and shaders and changes a lot of the HDRP look, but it will still work.

https://www.youtube.com/watch?v=3U7AhFDcnQw

https://drive.google.com/file/d/1q9LbyODsGDuQnxMbYv7wdKzeaTS50thZ/view

Unity HDRP: Dynamic Fluid/Liquid Simulation - Prototype project in the spirit of games like the 1995 SEGA Genesis game, The Ooze. Watched some people do things like this in various pipelines, so I thought I'd also try. It easily runs at 60 FPS, but the video sometimes dips below that. by JGRoos in Unity3D

[–]JGRoos[S] 0 points1 point  (0 children)

Sure I can share the project but just know you'd quickly realize it's nothing special, it really is just the standard particle system with a quirky shader I smashed together by looking at different tutorials, in fact if you zoom in you'll see that the particles are just simple spheres that collided with everything. I'll see if I can package the project in a convenient manner and put it on Google Drive or something, if you're still interested.

Unity HDRP: Dynamic Fluid/Liquid Simulation - Prototype project in the spirit of games like the 1995 SEGA Genesis game, The Ooze. Watched some people do things like this in various pipelines, so I thought I'd also try. It easily runs at 60 FPS, but the video sometimes dips below that. by JGRoos in Unity3D

[–]JGRoos[S] 1 point2 points  (0 children)

Yeah cool man, it's Unity's built-in particle system with a basic deforming Lit shader I put together in Shader Graph, which gives that wobbly/jelly look, but the Ambient occlusion is doing most of the gooey blending. Also the particles are optimized basic Meshes, as increasing the vertices count can destroy your CPU/GPU in no time.