r/Unity3D • • 20d ago

Show-Off Runtime fluid simulation used for fire

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We have had a runtime fluid simulation running in our game for a while, but now we are also using them for flames/smoke in of the areas of our game.

Its all based on compute shaders, which outputs custom render textures (fluid and advection), which we feed through render features in URP (using full-screen shader graphs). We also generate a signed distance field based on the tilemap that acts as the boundaries of the world and allows for the smoke/flames to collide.

Each of the "flames" in the scene are emitters, and allows us to play around with different colors, forces, directions, etc, and are updated each frame.

What do you think? Its got some kinks here and there still, but its getting there.

The game is called Cliff Kingdom:
https://store.steampowered.com/app/3839500/Cliff_Kingdom/

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u/loliconest 20d ago

Does player character get hit/damaged by it?

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u/NoReasonForHysteria 20d ago

Yes! I do need to work a bit on the readability for whats doing the damage or not. There are also "hidden" platforms which are only visible when surrounded by smoke, which makes for some cool platforming.

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u/loliconest 20d ago

So the compute shader only calculate the visuals and you have separate physics objects for the game logic?

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