RHSA 2D liquid R&D

As a quick programming exercise for the RHSA team, we implemented a ripple shader inside of unity using ┬áthe “ping pong” buffer technique. ┬áThe shader is based off the work of bantherewind

The technique involves reading from one buffer texture, while writing to another, then reversing the order of the buffers. The one previously written to, becomes the data that will be processed in the next frame.

For those of you using firefox or internet explorer, a live playable demo is available here.

Click and drag on the ball to flick it in the direction you want to go.