I’m trying to make this shader sim inside Unreal Engine using Niagara.
I managed to get it working by implementing the shader code in a custom HLSL node and saving the results from 1 RT to a second RT and running the same logic in a second stage but flipping RT 1 and 2 around.
However, I think the solution itself is designed to work with one buffer or rather one RT since it uses channels R and G in replacement of two buffers.
But trying to do it with one RT in Niagara doesn’t work. I just see a green dot, no fluid sim.
Anyone know what may be going wrong?