├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── Liquide.mat │ ├── Liquide.mat.meta │ ├── Liquide.renderTexture │ ├── Liquide.renderTexture.meta │ ├── Liquide.shader │ └── Liquide.shader.meta ├── Prefabs.meta ├── Prefabs │ ├── Goutte.prefab │ └── Goutte.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Liquide.unity │ └── Liquide.unity.meta ├── Scripts.meta ├── Scripts │ ├── Generateur.cs │ ├── Generateur.cs.meta │ ├── Goutte.cs │ └── Goutte.cs.meta ├── Sprites.meta └── Sprites │ ├── Bloom.png │ └── Bloom.png.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 672a47041fa304c0ea3e0445e8443060 3 | folderAsset: yes 4 | timeCreated: 1458584981 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Materials/Liquide.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/Assets/Materials/Liquide.mat -------------------------------------------------------------------------------- /Assets/Materials/Liquide.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ed90790fea50439fa618d54a31ab3fb 3 | timeCreated: 1458672674 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Materials/Liquide.renderTexture: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/Assets/Materials/Liquide.renderTexture -------------------------------------------------------------------------------- /Assets/Materials/Liquide.renderTexture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e40529830546e40aab08584e9fea68cf 3 | timeCreated: 1458669321 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Materials/Liquide.shader: -------------------------------------------------------------------------------- 1 | // Shader adapted by Douglas Edric Stanley & Margoaux Charvolin for the Media Design Master, –HEAD Genève 2 | // Adapted from "Multiple Metaball shader", Rodrigo Fernandez Diaz , cf. http://codeartist.mx/tutorials/liquids 3 | 4 | Shader "MediaDesign/Liquide" { 5 | 6 | Properties { 7 | _MainTex("Texture", 2D) = "white" { } 8 | _Saturation("Saturation", Range(0.0,1.0)) = 1.0 9 | _Luminosite("Luminosite", Range(0.0,1.0)) = 1.0 10 | } 11 | 12 | SubShader { 13 | 14 | Tags { "Queue" = "Transparent" } 15 | Pass { 16 | 17 | Blend SrcAlpha OneMinusSrcAlpha 18 | 19 | CGPROGRAM 20 | 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | float4 _Color; 27 | sampler2D _MainTex; 28 | float _Saturation; 29 | float _Luminosite; 30 | 31 | struct v2f { 32 | float4 pos : SV_POSITION; 33 | float2 uv : TEXCOORD0; 34 | }; 35 | float4 _MainTex_ST; 36 | 37 | v2f vert(appdata_base v) { 38 | v2f o; 39 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 40 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 41 | return o; 42 | } 43 | 44 | float COLOR_THRESHOLD = 0.2; 45 | 46 | 47 | float3 rgb_to_hsv(float3 RGBColor) 48 | { 49 | float3 HSV; 50 | 51 | float minChannel, maxChannel; 52 | if (RGBColor.x > RGBColor.y) { 53 | maxChannel = RGBColor.x; 54 | minChannel = RGBColor.y; 55 | } 56 | else { 57 | maxChannel = RGBColor.y; 58 | minChannel = RGBColor.x; 59 | } 60 | 61 | if (RGBColor.z > maxChannel) maxChannel = RGBColor.z; 62 | if (RGBColor.z < minChannel) minChannel = RGBColor.z; 63 | 64 | HSV.xy = 0; 65 | HSV.z = maxChannel; 66 | float delta = maxChannel - minChannel; //Delta RGB value 67 | if (delta != 0) { // If gray, leave H S at zero 68 | HSV.y = delta / HSV.z; 69 | float3 delRGB; 70 | delRGB = (HSV.zzz - RGBColor + 3*delta) / (6.0*delta); 71 | if ( RGBColor.x == HSV.z ) HSV.x = delRGB.z - delRGB.y; 72 | else if ( RGBColor.y == HSV.z ) HSV.x = ( 1.0/3.0) + delRGB.x - delRGB.z; 73 | else if ( RGBColor.z == HSV.z ) HSV.x = ( 2.0/3.0) + delRGB.y - delRGB.x; 74 | } 75 | return (HSV); 76 | } 77 | 78 | float3 hsv_to_rgb(float3 HSV) 79 | { 80 | float3 RGB = HSV.z; 81 | 82 | float var_h = HSV.x * 6; 83 | float var_i = floor(var_h); // Or ... var_i = floor( var_h ) 84 | float var_1 = HSV.z * (1.0 - HSV.y); 85 | float var_2 = HSV.z * (1.0 - HSV.y * (var_h-var_i)); 86 | float var_3 = HSV.z * (1.0 - HSV.y * (1-(var_h-var_i))); 87 | if (var_i == 0) { RGB = float3(HSV.z, var_3, var_1); } 88 | else if (var_i == 1) { RGB = float3(var_2, HSV.z, var_1); } 89 | else if (var_i == 2) { RGB = float3(var_1, HSV.z, var_3); } 90 | else if (var_i == 3) { RGB = float3(var_1, var_2, HSV.z); } 91 | else if (var_i == 4) { RGB = float3(var_3, var_1, HSV.z); } 92 | else { RGB = float3(HSV.z, var_1, var_2); } 93 | 94 | return (RGB); 95 | } 96 | 97 | 98 | // conversion de chaque pixel en fonction de son intensité moyenne 99 | half4 frag (v2f i) : COLOR { 100 | 101 | half4 texcol = tex2D(_MainTex, i.uv); 102 | half4 finalColor = texcol; 103 | 104 | // faire la moyenne RVB pour définir si on est assez coloré 105 | float gris = (texcol.r + texcol.g + texcol.b) / 3.0; 106 | 107 | if (gris > 0.3) { 108 | 109 | // convertir notre pixel en RVB 110 | float3 couleurTSL = rgb_to_hsv(float3(texcol.r, texcol.g, texcol.b)); 111 | // extraire la teinte 112 | float teinte = clamp(couleurTSL[0], 0.0, 1.0); 113 | // créer une couleur RVB à partir de la teinte 114 | float3 couleurRGB = hsv_to_rgb(float3(teinte, _Saturation, _Luminosite)); 115 | // 116 | finalColor = half4(couleurRGB.r, couleurRGB.g, couleurRGB.b, 1); 117 | 118 | } else { 119 | 120 | finalColor = half4(0,0,0,0); 121 | 122 | } 123 | 124 | return finalColor; 125 | 126 | } ENDCG 127 | 128 | } 129 | 130 | } 131 | 132 | Fallback "VertexLit" 133 | 134 | } -------------------------------------------------------------------------------- /Assets/Materials/Liquide.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4d818b83f8e1459bbaceded6d5bf84c 3 | timeCreated: 1458671175 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a021c84afbdf42d395d05e44d8f8789 3 | folderAsset: yes 4 | timeCreated: 1458582080 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Prefabs/Goutte.prefab: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/Assets/Prefabs/Goutte.prefab -------------------------------------------------------------------------------- /Assets/Prefabs/Goutte.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b367910822844c2f82b7ad54feedef1 3 | timeCreated: 1458580744 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd24109c73ebd41958c794d34856033a 3 | folderAsset: yes 4 | timeCreated: 1458584490 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes/Liquide.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/Assets/Scenes/Liquide.unity -------------------------------------------------------------------------------- /Assets/Scenes/Liquide.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61cb86230817b46ce9ed829e886bf905 3 | timeCreated: 1458584484 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e72e5a82fb4f4ce9bff01b17436d9f1 3 | folderAsset: yes 4 | timeCreated: 1458582091 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Generateur.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Generateur : MonoBehaviour { 5 | 6 | // le prefab que je veux créer 7 | public GameObject prefab; 8 | 9 | 10 | void Update () { 11 | 12 | if (Input.GetKeyDown(KeyCode.B)) 13 | { 14 | Generate(Color.blue); 15 | } 16 | 17 | if (Input.GetKeyDown(KeyCode.R)) 18 | { 19 | Generate(Color.red); 20 | } 21 | 22 | if (Input.GetKeyDown(KeyCode.J)) 23 | { 24 | Generate(Color.yellow); 25 | } 26 | 27 | } 28 | 29 | 30 | void Generate(Color color) { 31 | 32 | // créer un objet ET garder la référence de l'objet qu'on vient de créer 33 | GameObject nouvelObjet = (GameObject)Instantiate(prefab); 34 | // dire à (ce nouvel) objet de s'attacher à moi 35 | nouvelObjet.transform.SetParent(this.transform); 36 | // juste un peu de bordel à la génération 37 | float force = 1.0f; 38 | Vector2 randomVector = new Vector2(Random.Range(-force,force), Random.Range(-force,force)); 39 | nouvelObjet.GetComponent().AddForce(randomVector); 40 | // colorier la goutte 41 | nouvelObjet.GetComponent().color = color; 42 | 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Scripts/Generateur.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3eed56a5c77b4da782d013892201579 3 | timeCreated: 1458580759 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Goutte.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Goutte : MonoBehaviour 5 | { 6 | bool mortel = false; 7 | float duree = 3.0f; 8 | float decompte = 3.0f; 9 | 10 | SpringJoint2D springJoint; 11 | 12 | // au début de l'univers 13 | void Start() { 14 | springJoint = GetComponent(); 15 | // on est seul, pas d'attirance (pour l'instant) 16 | springJoint.enabled = false; 17 | } 18 | 19 | void Update() 20 | { 21 | 22 | // si on doit mourir 23 | if (mortel) 24 | { 25 | UpdateMortalite(); 26 | } 27 | 28 | } 29 | 30 | void UpdateMortalite() 31 | { 32 | // décompter le temps 33 | decompte -= Time.deltaTime; 34 | // si plus de temps 35 | if (decompte < 0) 36 | { // Die #@*%§¶£€¥!!! 37 | Destroy(this.gameObject); 38 | } 39 | 40 | // si on doit se rapetisser (1.0 > 0.0) 41 | float echelle = decompte / duree; 42 | // appliquer 43 | transform.localScale = new Vector2(echelle, echelle); 44 | 45 | // H=Teinte, S=Saturation, B=Luminosité, A=Alpha 46 | //Color color = Color.HSVToRGB(0.0f, 0.0f, 1.0f); 47 | Color color = Color.white; 48 | //color.a = echelle; 49 | GetComponent().color = color; 50 | 51 | } 52 | 53 | 54 | void OnCollisionEnter2D(Collision2D impact) { 55 | // si on n'est pas attiré par quoi que ce soit 56 | if (!springJoint.enabled) 57 | { // si l'autre est aussi une goutte 58 | if (impact.gameObject.tag == "Goutte") 59 | { // activer le springJoint 60 | springJoint.enabled = true; 61 | // s'attacher à l'autre rigidbody 62 | springJoint.connectedBody = impact.gameObject.GetComponent(); 63 | // essayer de configurer la distance 64 | springJoint.distance = 0.25f; 65 | } 66 | } 67 | 68 | } 69 | 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Scripts/Goutte.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76ac840842af14ccfbcf6c4ffeec59d4 3 | timeCreated: 1458582118 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0931e269dbf354627b45c31b3c724f3d 3 | folderAsset: yes 4 | timeCreated: 1458582073 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Sprites/Bloom.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/Assets/Sprites/Bloom.png -------------------------------------------------------------------------------- /Assets/Sprites/Bloom.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d544de2a293d24c44b35ab6e9bb5545a 3 | timeCreated: 1458670335 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 0 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 0 25 | cubemapConvolution: 0 26 | cubemapConvolutionSteps: 7 27 | cubemapConvolutionExponent: 1.5 28 | seamlessCubemap: 0 29 | textureFormat: -1 30 | maxTextureSize: 2048 31 | textureSettings: 32 | filterMode: -1 33 | aniso: 16 34 | mipBias: -1 35 | wrapMode: 1 36 | nPOTScale: 0 37 | lightmap: 0 38 | rGBM: 0 39 | compressionQuality: 50 40 | allowsAlphaSplitting: 0 41 | spriteMode: 1 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 9 45 | spritePivot: {x: 0.50673395, y: 0.48821542} 46 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 47 | spritePixelsToUnits: 750 48 | alphaIsTransparency: 1 49 | textureType: 8 50 | buildTargetSettings: [] 51 | spriteSheet: 52 | sprites: [] 53 | outline: [] 54 | spritePackingTag: 55 | userData: 56 | assetBundleName: 57 | assetBundleVariant: 58 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 abstractmachine 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/ProjectSettings/AudioManager.asset -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/ProjectSettings/ClusterInputManager.asset 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https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/abstractmachine/Unity-LiquidShader/35dab404c224fe5529b01425eca5e8c7022350a3/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-LiquidShader 2 | 3 | A Unity Shader for simulating pseudo-liquid blobs. 4 | 5 | This shader was adapted by Douglas Edric Stanley & Margoaux Charvolin for the [Media Design Master](http://www.hesge.ch/head/formations-recherche/master-media-design), [–HEAD Genève](http://www.hesge.ch) 6 | 7 | Adapted from [Multiple Metaball shader](http://codeartist.mx/tutorials/liquids), Rodrigo Fernandez Diaz 8 | --------------------------------------------------------------------------------