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Sample for baking deformation to a texture then applying it to a mesh via a shader.

About the Project

I saw Simon Trümpler's Tileable Liquid Mesh on Spline and I was wondering how the mesh was following the spline exactly. It gave me the idea of baking the deformation to a texture somehow, which actually turned out to be really simple.

Video | Article

Example

Getting Started

Troubleshooting

Installation

Package Manager

Go to Edit > Project Settings > Package Manager. Under 'Scoped Registries' make sure there is an OpenUPM entry.

If you don't have one: click the + button and enter the following values:

Then under 'Scope(s)' press the + button and add com.roytheunissen.

It should look something like this: <br /> image

<br /> All of my packages will now be available to you in the Package Manager in the 'My Registries' section and can be installed from there. <br />

Git Submodule

You can check out this repository as a submodule into your project's Assets folder. This is recommended if you intend to contribute to the repository yourself

OpenUPM

The package is available on the openupm registry. It's recommended to install it via openupm-cli.

openupm add com.roytheunissen.gpusplinedeformation

Manifest

You can also install via git URL by adding this entry in your manifest.json

"com.roytheunissen.gpusplinedeformation": "https://github.com/RoyTheunissen/GPU-Spline-Deformation.git"

Unity Package Manager

from Window->Package Manager, click on the + sign and Add from git: https://github.com/RoyTheunissen/GPU-Spline-Deformation.git

Contact

Roy Theunissen

roy.theunissen@live.nl

Acknowledgements