For various reasons I wanted a plugin for simulating fluids in Unity that is compatible with WebGL. Since fluid simulation is obviously very computation intensive, packages that were available mostly relied on very specific GPU acceleration, that is only available on standalone. Usually Windows, using a specific GPU. I decided to make my own plugin (as usual) that runs in plain c#, so that it is guaranteed compatible with any platform. This of course would limit its power and performance, but I only needed a little bit anyway.

I found an online paper describing an optimized method for real time fluid simulations, and incorporated it into a Unity plugin. For the rendering component I made a strongly optimized version of FERM, for rendering a smooth mix of a set number of spheres, leading to a smooth liquid surface.