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Metaballs in Unity URP with Custom Render Passes

This project demonstrates how to implement a metaball effect in Unity using the Universal Render Pipeline (URP).

The goal is to achieve the classic "lava lamp" effect by drawing metaballs with smooth gradients and semi-transparent edges, using a custom shader and render passes. This approach avoids the traditional blur method, optimizing for performance, especially on lower-end devices.

Details of implementation

You can find a blog post that I wrote about here.

Installation

To use this project, follow the steps below:

  1. Clone the repository:

    git clone https://github.com/your-username/metaballs-urp.git
  2. Open in Unity:

  • Ensure you have Unity 6.

  • Open the project folder with Unity Hub.

Performance Considerations

This method is more performance-friendly than blur-based metaball implementations, especially for mobile platforms. Ensure that your URP settings are optimized for mobile rendering if targeting such devices.

License

This project is open-source and licensed under the MIT License. Feel free to modify and use it in your own projects.

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