If you need some help getting acquainted with Zibra Liquids, we prepared a special basic tutorial series for the Unity Version of Zibra Liquids. It consists of 11 videos – you can watch them here or follow our text tutorials.
You can read our 1 tutorial here. The second tutorial will show you how to create liquids in Unity3D using Zibra Liquids in High Definition Render Pipeline (HDRP), Scriptable Render Pipeline (SRP), and URP (Universal Render Pipeline).
Step 1. Set up the Reflection Probe if you don’t have one already set up. It is required to render reflections on the water’s surface.
How to create water in HDRP:
Step 2. Add the Zibra Liquid object.
Step 3. Specify the Custom Light and the Reflection Probe parameters.
Step 4. Adjust the container size, so that it covers the entire volume where you want the liquid to be.
Step 5. (optional) Tweak Grid Resolution to achieve a balance between performance and quality.
Step 6. Launch the scene and check the result.
How to create water in SRP:
Step 1. Create a Zibra Liquid object.
Step 2. Configure container size, so it covers the whole volume where you want the liquid to be.
Step 3. Set the Reflection probe.
Step 4. (optional) Tweak the Grid Resolution to achieve a balance between performance and quality.
Step 5. Launch the scene and check the result.
How to create water in URP:
Step 1. Add a Zibra Liquid object.
Step 2. If it’s your first time setting up liquid in your project, you’ll see the error in the Zibra Liquid inspector, stating that you need to add a “URP Liquid Rendering Component.” If there is no error, skip steps 3-5.
Step 3. To add a “URP Liquid Rendering Component,” go to the Project Settings – Graphics and click on the Scripting render Pipeline Setting tab. That will show the location of the current render pipeline configuration file.
Step 4. Click on the current renderer in the Inspector window. That will show you the location of the render pipeline renderer file.
Step 5. Open that renderer file and add the Liquid URP Render Component to it. If you did everything correctly, you should no longer see a “URP Liquid Rendering Component” error in Zibra Liquid inspector.
Step 6. Configure the Reflection probe parameter.
Step 7. Configure container size, so it covers the whole volume where you want the liquid to be.
Step 8. (optional) Tweak Grid Resolution to achieve a balance between performance and quality.
Step 9. Launch the simulation. In URP, the liquid will only be displayed in a game view.
- Editor platforms: PC (DX11/DX12, x86 and x64), macOS(Metal, x64 and arm64) For M1 Mac users, the M1 native version of Unity Editor is strongly recommended.
- Unity version: 2019.4 or later (use the latest feature update)
- Supported Render Pipelines: SRP, URP, HDRP
- URP: 7.5 or later
- HDRP: 7.x or later