Go back to documentation on product:

Zibra Effects

Zibra Liquid

Creating Liquid Simulation Volume

To create a Liquid instance:

  1. Right click in the Hierarchy window and select “Zibra Liquid -> Simulation Volume”.

    Liquid Simulation Volume.png

  2. In the Inspector window, you’ll see the Zibra Liquid parameters:

    Zibra Liquid parameters.png

  3. Set the “Reflection Probe” parameter. On BRP/URP it’s strongly recommended that you set this parameter, but is not strictly necessary. On HDRP it’s strictly necessary to set this parameter. You can check which render pipeline you are using by looking at the “Current render pipeline” message - on the screenshot the BRP is shown.

    “Reflection Probe” parameter.png

  4. If you are using BRP, you are now ready to use your liquid. For URP/HDRP please proceed to Additional setup on HDRP or Additional setup on URP accordingly.

Additional setup on URP

If you are using URP you may see those errors:

URP those errors.png

To add “URP Liquid Rendering Component” and fix first error:

  1. Navigate to “Edit -> Project Settings…”

    “Edit -> Project Settings…”.png

  2. From there go to Graphics and open your current Scriptable Render Pipeline Settings asset in the Inspector (you can do it by double clicking it).

    Scriptable Render Pipeline Settings.png

  3. Now you can see the Renderer List. Open your default Renderer asset in the Inspector (you can do it by double clicking it). You may need to repeat following steps for non default Renderers if you intend on using liquid with them.

    Renderer List liquids.png

  4. Add the “Liquid URP Render Component”

    Liquid URP Render Component.png

    (Specific UI elements can vary depending on Unity version)

    1. If you did everything correctly, that error in Zibra Liquid will disappear:

      error in Zibra Liquid will disappear.png

    <aside> 💡 Notes

    Adding “URP Liquid Rendering Component” is project wide, and is only needed once.

    You may have separate settings for desktop and mobile platforms. In that case, please make sure to add Liquid URP Render Component to each setting you intend to use with Liquid.

    </aside>

    To enable depth buffer and fix second error:

    1. Navigate to “Edit -> Project Settings…”

      depth buffer .png

    2. From there go to Graphics and open your current Scriptable Render Pipeline Settings asset in the Inspector (you can do it by double clicking it).

      Scriptable Render Pipeline Settings Liquids.png

    3. Enable the Depth Texture option

      Depth Texture option .png

    4. If you have any additional Universal Render Pipeline assets used in your project (e.g. for use on Mobile devices), please enable Depth Texture

    5. If you did everything correctly, that error in Zibra Liquid will disappear:

      that error in Zibra Liquid will disappear.png

    <aside> 💡 Notes

    Enabling depth texture is project wide, and is only needed once.

    You may have separate settings for desktop and mobile platforms. In that case, please make sure to enable depth texture in each setting you intend to use with Liquid.

    </aside>

Additional setup on HDRP

If you are using HDRP you’ll see this message:

Additional setup on HDRP .png

On HDRP you also need to set the Custom Light parameter.

This parameter sets which light will be used for the liquid lighting.