# Welcome

This is a Unity shader plugin, ***not a fluid physics simulation plugin***. It is used to render particle data into a smooth liquid surface. Ideal for rendering simulation systems that use particles as simulation units.

Magic happens when the pure unity particle system <mark style="color:orange;">gains power through this particle shader plugin.</mark>

{% embed url="<https://youtu.be/6QvejKTTGtY>" %}

### This version is for HDRP.

It has huge changes compared to the previous version.

* The newly adopted algorithm brings huge performance, performance, and user experience gains:
  * The number of iterations required for smoothing has been reduced from <mark style="color:red;">**150**</mark> to <mark style="color:green;">**3**</mark>
  * The time required to run the algorithm Reduced (from <mark style="color:red;">**5.8ms**</mark>  to <mark style="color:green;">**0.5ms**</mark>) nearly **10x** times&#x20;
  * Higher resolution and finer surface, with clear layers of water droplets and water surface
  * **No param tuning anymore!** Plane fitting parameters Reduced from <mark style="color:red;">**5**</mark> to <mark style="color:green;">**0**</mark>
* New Rendering process brings performance improvements in the following aspects
  * Required Smoothing + rendering **Reduced** from *<mark style="color:red;">**Per Fluid Surface Per Frame**</mark>* to *<mark style="color:green;">**Once Per Frame**</mark>*
  * Required RenderTextures **Reduced**  from  *<mark style="color:red;">**One Set for all RenderSurfaces**</mark>* to *<mark style="color:green;">**One Set Globally**</mark>*
  * The RenderTexture used is managed by the Rendergraph, further increasing potential bandwidth savings
* Introduce new  <mark style="color:green;">**DebugVisualize**</mark> functionality helps locate data problems or debug parameter effects
* Added <mark style="color:green;">**down sample**</mark> option to further reduce bandwidth pressure
* A <mark style="color:green;">**unified rendering shader**</mark> while <mark style="color:green;">**supporting custom visual parameters**</mark> for each ParticleSource.

<div align="center"><figure><img src="https://content.gitbook.com/content/h9ms2raxPqCANvBdMUSl/blobs/RpoT3lV8oHvI0RPMmHy7/Image%20Sequence_005_0000.jpg" alt=""><figcaption></figcaption></figure></div>

<figure><img src="https://content.gitbook.com/content/h9ms2raxPqCANvBdMUSl/blobs/rqlZQg4lyn3qZlSay0Ez/Image%20Sequence_006_0000.jpg" alt=""><figcaption></figcaption></figure>

###

### Jump right in

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Getting Started</strong></td><td></td><td></td><td></td><td><a href="getting-started">getting-started</a></td></tr><tr><td><strong>Step by step</strong> </td><td></td><td></td><td></td><td><a href="getting-started/step-by-step-usage">step-by-step-usage</a></td></tr><tr><td><strong>Parameters Tuning</strong></td><td></td><td></td><td></td><td><a href="getting-started/paramters-tuning">paramters-tuning</a></td></tr></tbody></table>
