I recently finished my latest side project, which became a portfolio piece of its own. It is a fluid simulation implemented using Compute Shaders in Unity. To make the demo scene for it, I finally learned how to model and texture. The project has a bunch of things in it beside the fluid simulation engine I wrote and the model, like custom lighting for everything, including costume shadow mapping, caustics etc. Plus procedural fish swimming animation done in vertex shaders.
I have a write up here for anyone who is interested and the source code is available under MIT license for free use, personal or commercial.
Some beauty shots from the project, more on Artstation: