Coding a Realtime Fluid Simulation in Unity [Pt. 1]

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Got really curious about Realtime Fluid Simulations and I put together this video that will hopefully help you understand how it all works, the core technology used is Smoothed Particle Hydrodynamics, and everything is written from scratch in Unity using C# and Compute Shaders.

If this video gains some interest I'll release a second part about optimization and making the fluid look cooler, just leave a comment down below if you're interested.

Also tried a new editing style, and would love some feedback. It's been a while since I released a video so thanks to everyone who's supported me so far :)

I'll see you all next time ✌

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Project Links
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Information Links
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Timestamps
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Intro: (0:00)
SPH Explanation: (0:45)
Project Setup: (4:22)
Initializing Particles: (5:03)
Compute Shader Setup: (9:24)
Integrate Function: (10:33)
Linking Compute Shader: (12:09)
Density & Pressure Calculation: (14:13)
Force Calculations: (16:45)
Testing: (20:25)
External Forces: (21:07)
Raymarching Setup: (21:48)
Outro: (22:43)
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Thank you for this is the clearest explanation I’ve seen and I watched Sebastian’s video and many other sources, I think it finally clicked for me

videowatchingperson
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great video thank you so much! how do i speed up the simulation inside unity?

danaevargas
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Hi! I have an URP project and i don't know how can i adapt the shaders in the project to work properly. I tried to upgrade the shaders but apparently this can't be done in custom shaders. Can someone tell me where can i learn to do this? Or if someone can provide an URP version of the shaders it would be very helpful.

alejandrosainzmartinez
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Is the fluid ray marching script responsible for making the particles look like water?

shawnhoareau
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Thanks, I really learned a lot from your video,Looking forward to your next video

_yuri_n
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Like the vid, but what theme are you using in your vscode?

Smash_ter
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I downloaded the base project and it doesn't work in the sample scene

benjamindameworth
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Love the content, thanks for sharing your knowledge!

Does the kernel also take surface tension into account ? From the poly6 representation I suppose it does but by the visualization only it doesn't seem to be the case 🧐

swalscha
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How we can enable this fluid to flow? actually i am working on a project "Fluid dynamics Experiment demonstration" where I am trying to create a environment where we can simulate fluid dynamics experiments like demonstration pf "water turbulence" or "Calculation of fluid flow". for that I need a realistic fluid simulation something similar to this video. Is there someone who can help me with this and guide me?

tahaqazi
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How come the github files don't add up with the things your doing in the video?

Greeny_Official
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OMG, extremely useful video. Please make a new one about optimization

квадратя
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How this video got only 35 k views ? Daaamn

notaste
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Very nice. Please create an optimization and shader video as well!

selimgonen
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how did distance times mass become density?

pxpjuxk
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cant open you channel man, it says channel page is missing

monishdhayalan
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Hey, thanks for this tutorial that was insane !
11:36 nazi pro tip : if particleMass is constant, then 1f / particleMass is a constant too
force * (1f / particleMass) will be faster to compute :P

bike_n_fish
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Hey Can you tell me how to make a fps shooter controller??
I really want to make an fps controller with everything.
Thanks.

nimagames