ShallowWater

['Graphics', 'Unreal Engine']

This is a small “pet plugin” I worked on for a while, focused on a water simulation running fully on a compute shader. At first I tried Niagara for this, but it ended up being way too slow for what I wanted, so I moved everything to a custom GPU pipeline.The simulation itself runs on a grid in the compute shader where I update fluid positions and velocities each frame. From there, I generate a secondary vertex color buffer for the characters. That buffer is used in the material to drive things like wetness, darkened shading, and even dripping effects directly on the mesh. It’s not full fluid dynamics, but it gives a convincing wetness effect in real time—and it’s fast.

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