I used ShaderForge to create custom shaders.
I think it was a depth buffer setup, but I can't remember the details as I created this asset a long time ago.
Sorry. I lost most of my Untiy data the other day due to a server error.
This asset does not use physics, the Blendshape feature should be implemented in a DCC tool like Blender, not Unity.
I am interested, but if I were to build it, I would avoid collisions with other atoms to avoid physical explosions.
This is an area where VaM is not good at.
That would be a very boring asset.
1. improved texture
2. additional assets of different lengths and speeds
Type-C is experimental and collision-free. This may be good when applied to quick movements.
Pp_LoveDrip_v20_LongFastLoopA
Pp_LoveDrip_v20_LongFastLoopB
Pp_LoveDrip_v20_LongFastLoopC
Pp_LoveDrip_v20_ShortFastLoopA...
@hazmhox
"5 - Making clean materials" section, could this script be used as an alternative method?
When I used it, there were no glitches, even with materials using special shaders.
https://github.com/ina-amagami/unity-material-cleaner/blob/master/Assets/Editor/MaterialCleaner.cs
The Acidbubbkes Keybindings plugin may be able to turn CUA on and off.
However, this asset flow is synchronised with the overall VaM time and therefore not with the CUA ON/OFF.
It might start in the middle of the flow when you turn it on.
Liquid asset with dripping animation.Made to collide with the body.
Attach it to somewhere on the body with the plugin [ParentHoldLink] and turn the asset's [Physics] On and it will shake well.
The physical setting of this asset is very fragile.
Reload the asset if it behaves strangely...