Artwork of my chalo! This is so freaking coooool! Thank youuuuu! Totally captured my aesthetic perfectly! Please follow @redfoxrice1145
They are so talented! (Hopefully image shows)
https://t.co/MK83iUgbG1
I was worried about this being another “you play as a boring human in a furry world” game but then it shows you can turn into a furry. Finally, a game that gets us.
The idea was to basically use minimum blending and use all 4 color channels on the screen to write 4 depths: Nearest frontsurface, nearest backsurface, furthest frontsurface and furthest backsurface. (you can do min and max by inverting the numbers) Rendering the liquid with ZTest Off gives a pretty good approximation of the surfaces the liquid has that are within the field of view. Combining this with screen space ray marching of the scene depth and one can get a pretty decent emulation of how a multibounce ray traced fluid would have looked like, while being much faster. Without the 4 depths it would have been impossible to properly show the optical depth of absorption of light of the entire mass of fluid with air in-between.