Fluid Flow 2

The main feature of Fluid Flow is the dynamic flow simulation.

However, you can also use it just for real-time 3D texture painting/decals, which also supports skinned mesh renderers.


🕹️ Try the WebGL demo!

📖 Check out the Documentation!

💬 Forum


⚡ The texture painting and flow simulation are handled fully on the GPU for optimal performance!


New Particle-Based flow simulation!

✨ Project Color, Normal, or Fluid Decals!

Draw Color and Fluid using 3D shapes!

Update Gravity maps at runtime!

✨ Flow reacts to Skinned Mesh Deformations, and Normal Maps!


💡 Fluid can flow over UV-seams!

💡 UV-seam artifacts can be hidden! Good UV unwrap is still needed.


🚀 Clean high performance code, with minimal dynamic memory allocations!

🚀 Utilizing Jobs and the Burst compiler!


🔧 Custom Editor tools for easy setup!


🪶 Due to its modular structure, you can decide which parts of Fluid Flow you want to use, without unnecessarily bloating your project.


🚧 Fluid Flow is not a physically accurate fluid simulation, but it provides good-looking fluid for your games at a comparable low performance cost!

As fluid is painted and simulated in UV space, your meshes require a UV unwrap with non-overlapping UV islands, so there is a 1:1 correlation between the object's surface and the texture.


🚧 Please note that your objects require a specialized shader for overlaying the fluid, or when using the texture atlas system.

There are basic surface and shader graph shaders included. Alternatively, you can easily create your own supported shaders with the provided custom shader graph nodes, or shader utility functions.


✅ Works with any Rendering Pipeline.

✅ Full source code included.

✅ Tested on Windows, Android, and WebGL! Should work on any platform!

✅ VR/XR Support!


🌟 Support and updates since 2019!


Any further questions or suggestions?

📧 mr3d.cs@gmail.com