Dev uses RGBA 4 channels to store 4 depths for a fluid rendering trick

Michael_Moroz_ · x · 2026-09-24

A developer shares a rendering trick for an upcoming fluid simulation plugin: use minimum blending to write four depth values into the screen's four color channels (nearest front/back surface, farthest front/back surface, achieving min and max by inverting values), then render the liquid with ZTest Off to approximate visible liquid surfaces. Shadow implementation still needs work; a nicer demo world and the plugin are planned for release.

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