Hi everyone, I’m planning to write a technical book this year about liquid simulation, and I would like to include the most common and valuable VFX you might need for your games (lake, waterfall, water pipes, etc.)
The main idea is to explain how these effects are made and the logic you should use in their Unity implementation. It will include HLSL (Vertex-Fragment and Compute), C#, Particle Systems, and Render Textures.
I would appreciate it if you could comment on which VFX you require the most because I would like to include them in this new title.
By the way, I invite you to take a look at the Unity Shaders Bible here https://lnkd.in/dfJfBUk Cheers!
#madewithunity #unity3d #unity2d #environmentart #environmentdesign #indiegame #indiedev #indiedeveloper #gamedev #realtime #realtimevfx
The main idea is to explain how these effects are made and the logic you should use in their Unity implementation. It will include HLSL (Vertex-Fragment and Compute), C#, Particle Systems, and Render Textures.
I would appreciate it if you could comment on which VFX you require the most because I would like to include them in this new title.
By the way, I invite you to take a look at the Unity Shaders Bible here https://lnkd.in/dfJfBUk Cheers!
#madewithunity #unity3d #unity2d #environmentart #environmentdesign #indiegame #indiedev #indiedeveloper #gamedev #realtime #realtimevfx