Particles Ghost Mesh


Particles Ghost Mesh turns any mesh into a ghostly cloud of glowing points that reacts to the pointer, drifts with wind and flows along an axis. Everything runs on the GPU in a single draw call.


by Dmitry Andreev


Price History +

LIVE WEBGL DEMO also on may site main page


Turn your mesh into a ghost, a hologram or a cloud of drifting embers. The baker

converts geometry into a point cloud stored in two compact textures, and from

that moment the original model is no longer part of the effect. The source mesh

can stay out of the build entirely, the cloud does not reference it.


That is how you get spirits and apparitions, holographic UI and sci fi scanners,

dissolve and respawn transitions, logo intros, data visualization and landing

page scenes, all from models you already have in the project. Any mesh you can

import is a valid source, from a single prop to a whole environment hierarchy.


At runtime the whole effect is one mesh, one material, one draw call. There are

no compute shaders and no GraphicsBuffers anywhere in the pipeline, which is

exactly why it runs in a browser tab and on a phone where compute based particle

systems refuse to start.


★ BUILT FOR MOBILE AND WEB ★

The simulation is a fragment shader blit on a pair of ping pong render textures.

Shader target is 3.5. That keeps the asset compatible with WebGL2, WebGPU,

Android and iOS, where compute based particle systems simply refuse to work.

Point size is clamped in pixels, so a 160k point cloud stays readable and cheap

at any resolution and on any screen.


★ ONE COMPONENT, FIVE SYSTEMS ★

Drop the Liquid Mesh Particles component on an empty object, assign a baked

cloud, and you get pointer repulsion, wind, flow, HDR gradients and material

palette tinting from the same inspector. Every system is independent and

switches off by setting a single value to zero, with no shader variants and no

keyword permutations.


★ A REAL BAKER, NOT A RANDOM SCATTER ★

The Point Cloud Baker merges every MeshFilter under a source object, welds

coincident vertices, distributes points by triangle area and then runs a

Poisson rejection pass so the result has an even minimum spacing instead of the

clumps you get from naive sampling. Hard edges can be walked separately so

silhouettes and creases stay sharp at low point counts. Material colors are

collected into a palette of up to 32 entries, so a multi material model keeps

its color identity in the cloud.


★ FULL SOURCE, NO BLACK BOXES ★

Three C# files, three shader files, one shared HLSL include. No DLLs, no third

party dependencies, no hidden runtime. Read it, edit it, ship it.


Perfect for holographic UI, ghosts and spirits, dissolve and respawn effects,

sci fi scanners, data visualization, logo intros, landing pages and portfolio

scenes.