Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $20. The latest store price is $20, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $20 | Latest store price | |
| $20 | Unity Permanent Decrease 2026-09-17 2026-09-24 | |
| $49.99 | Unity First Price 2026-08-25 2026-08-25 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Ethereal Fluids – Real-Time 3D GPU Fluid VFX
- Art & Visuals > VFX
The included Azure Ascension setup uses a neutral-buoyancy carrier. Dyed material is injected through a thin RibbonSlot, then rolled by controlled shear, turbulence, viscosity and vorticity into slow S-curves, crown vortices and separate fluid folds rather than freely rising particle smoke.
Everything is procedural. No baked fluid caches, models, textures, VFX Graph, Houdini or Blender files are required.
Author persistent flows with Source, Vortex, Attractor and Absorber modes. Choose Sphere, Capsule, Spline or RibbonSlot emitters, then tune flow speed, viscosity, mixing and diffusion, vorticity, turbulence strength and scale, dissipation, sharpening and material response.
A deterministic analytic emission compensator balances emitter load against exposure, helping the luminous core remain readable without washing out the entire volume.
Rendering includes volumetric atlas raymarching, Beer-Lambert extinction, density-gradient lighting, precomputed self-shadowing, blue-white HDR emission, atmospheric blending, manual render scaling, five-level bloom, tone mapping and optional GPU-generated flow fibers.
Four workload tiers scale the simulation from 64³ to 152³ cells. Auto quality monitors frame time and changes tier by resampling the live GPU state instead of restarting the effect. Fixed-step simulation, integer seeds and JSON replay make motion repeatable.
Start from the included demo scene and five editable presets, create scene-driven emitters, or control the volume through C#. The public API includes Play, Pause, Step, Reset, SetPreset, SetQuality, Burst and Inject, together with Ready, QualityChanged and Faulted events. Browser projects can use the included window.EtherealFluids JavaScript bridge.
Included:
- Complete C#, compute-shader and rendering-shader source
- One demo scene and five editable preset assets
- Custom inspectors
- Four emitter modes and four emitter shapes
- Adaptive quality tiers
- Deterministic replay example
- C# and browser integration APIs
- Setup, architecture, compatibility and browser documentation