Serwus Studio - Alchemist's Corner. Liquid Shader & Potions

Potions that behave like liquid.

Tilt the bottle — the surface stays level. Shake it — it sloshes, overshoots and settles. Lift it, parent it to a hand, throw it across the room: the liquid follows and your CPU does nothing.

One material. Unlimited potions. Every bottle gets its own colour, glow and fill level, with no duplicated materials piling up.

• Fill comes from the transform — the shader rebuilds the surface from the object matrix every frame. No per-frame script cost.

• World or Local fill space — surface stays horizontal when tipped, or welds to the mesh for tumbling physics props and VR grabbing. One switch.

• Slosh that reads intent — driven by acceleration and jerk, not a sine on a timer. A slow glide barely ripples, a sharp flick spikes it.

• Solid top surface — no seeing straight through the bottle from above. Fully opaque, zero transparency sorting.

• One potion per slider — Fill Level, a curated six-colour palette, and a Randomize button.

• Optional texture slots — body, foam, bubbles, emission mask. Empty slots cost nothing; the shader is fully procedural without them.

DEMO: https://youtu.be/v6k82dQR8Uo