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An open-source, not-for-profit community project to document, tag and categorize every asset for VR social games such as VRChat, ChilloutVR and Resonite.

Anyone can submit and amend any asset on the site. No automated scraping of products*.

The site was created in 2020 and is moderated by our awesome volunteer team and funded entirely by our Patreon supporters.

Thanks to all of your support! -PeanutBuddha PeanutBuddha Avatar
Attachment for asset

Includes:

  • Dynamic Fluid Shader
    • Unity Version
    • First-Person Distortion Version
    • VRC Udon Version
  • Example Scene / Glasses Lens Example

Main Features / Customizations:

  • VRChat Compatible! (Only compatible with worlds)
  • Fluid Viscosity / Physics: Edit the physical properties of how the fluid behaves.
  • Specular: Edit how shiny the fluid is. Additional options are available to configure how the specular acts.
  • Hue Shift Speed: Edit how fast the fluid will cycle through different colors.
  • Fluid Desaturation: Setting provides the ability to make black and white fluid, or to create more pastel colors.
  • Weight: This setting only applies to the screen distortion version. It determines how much your camera view motivates the fluid.
  • Fluid Speed
  • Fluid Contrast
  • Fluid Brightness

Tutorial:

  • Unity:
    • Build in version: 2021.3.5f1
    • Import Fluid_Unity.unitypackage into project
    • Surface Shader: Place the 'Fluid' script and the 'Post_FX' material on the object you wish to apply the shader too.
    • First-Person Shader: Place the 'Fluid_ScreenEffect' script onto the main camera. Make sure you use the 'Fluid (Screen)' material for the Fluid Material slot in the script.
    • Open the Scenes folder for examples:
      • 'Fluid' scene holds 2D surface example
      • 'Fluid_ScreenEffect' holds a first-person distortion example
  • VRC:
    • Import Fluid_VRC.unitypackage into a VRC world project
    • This shader requires two passes, the first pass must be captured with an orthographic camera. We will use the second pass as the final render
    • An Udon script controls the shader passes, which should be placed on the first pass object.
    • Open the Scenes folder for a ready-to-use configuration

Terms of Service:

  • No refunds
  • Do not resell or redistribute
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*prices are an indication only and may be outdated
Submitted by Poof