-- New Features & Improvements:
- Fixed composite fluid disappearing around fluid surface boundary.
- Added depth based distance blur modifier for consistent fluid surface across viewing distances.
- Implemented CommandBuffer based render path for proper effect insertion in the rendering pipeline. (fixes fluid drawing over UI elements... etc)
- Updated raymarch render method for higher resolution fluid surface generation with newly added voxel grid acceleration, it is now the default renderer for the fluid as it looks much better than the composite with minimal performance cost difference.
- Resolution downscaling support for raymarching .
- Custom MSAA anti aliasing pass for both renderers, for smoother looking downscaled fluid render.
- More realistic looking hard stickiness by adding a stick contact delay, lets particles spread apart realistically before sticking to surfaces.
- XPBD based particle adhesion to surfaces, simulates soft body physics around sticky particles.
- Full scene lights support & camera exposure & vam IBL reflections + ambient lighting for raymarch & composite renderers.
- Procedural emitter disk, with visualisation toggle.
- Added emitter collision ignore radius at emission point.
- Angular velocity data for colliders + better alt stickiness by newly added adhesion simulation.
- Fixed particle tunnelling through colliders by adding new collision sub-stepping.
- Better mesh collider collision accuracy in some CUAs (depending on CUA hierarchy some CUAs falled back to the old sphere collision based system which was inaccurate)
- New Prism shape collider for mesh collider triangles, much more accurate than previous box collider per triangle.
- Fixed hard stickiness causing particles to violently bounce off surfaces.