LIVE WEBGL DEMO also on may site main page
Turn your mesh into a ghost, a hologram or a cloud of drifting embers. The baker
converts geometry into a point cloud stored in two compact textures, and from
that moment the original model is no longer part of the effect. The source mesh
can stay out of the build entirely, the cloud does not reference it.
That is how you get spirits and apparitions, holographic UI and sci fi scanners,
dissolve and respawn transitions, logo intros, data visualization and landing
page scenes, all from models you already have in the project. Any mesh you can
import is a valid source, from a single prop to a whole environment hierarchy.
At runtime the whole effect is one mesh, one material, one draw call. There are
no compute shaders and no GraphicsBuffers anywhere in the pipeline, which is
exactly why it runs in a browser tab and on a phone where compute based particle
systems refuse to start.
★ BUILT FOR MOBILE AND WEB ★
The simulation is a fragment shader blit on a pair of ping pong render textures.
Shader target is 3.5. That keeps the asset compatible with WebGL2, WebGPU,
Android and iOS, where compute based particle systems simply refuse to work.
Point size is clamped in pixels, so a 160k point cloud stays readable and cheap
at any resolution and on any screen.
★ ONE COMPONENT, FIVE SYSTEMS ★
Drop the Liquid Mesh Particles component on an empty object, assign a baked
cloud, and you get pointer repulsion, wind, flow, HDR gradients and material
palette tinting from the same inspector. Every system is independent and
switches off by setting a single value to zero, with no shader variants and no
keyword permutations.
★ A REAL BAKER, NOT A RANDOM SCATTER ★
The Point Cloud Baker merges every MeshFilter under a source object, welds
coincident vertices, distributes points by triangle area and then runs a
Poisson rejection pass so the result has an even minimum spacing instead of the
clumps you get from naive sampling. Hard edges can be walked separately so
silhouettes and creases stay sharp at low point counts. Material colors are
collected into a palette of up to 32 entries, so a multi material model keeps
its color identity in the cloud.
★ FULL SOURCE, NO BLACK BOXES ★
Three C# files, three shader files, one shared HLSL include. No DLLs, no third
party dependencies, no hidden runtime. Read it, edit it, ship it.
Perfect for holographic UI, ghosts and spirits, dissolve and respawn effects,
sci fi scanners, data visualization, logo intros, landing pages and portfolio
scenes.