Screen Space Fluids (SSF) is a set of shaders for rendering the surface of particle-based fluids with real-time performance and configurable speed/quality.
Checkout the SSF Pro for higher quality shaders and features such as fluid translucency and refractions.
The method is not based on polygonization and as such circumvents the usual grid artifacts of marching cubes. The shaders smooths the surface to prevent the fluid from looking "blobby" or jelly-like. It only renders the surface where it is visible, and has inherent view-dependent level-of-detail. All the processing, rendering and shading steps are directly implemented on graphics hardware.
SSF provides only fluid visualization that can be used, for example, with Unity's Particle System. However, SSF works best with third-party fluid simulation library such as uFlex.
SSF requires GPU with ComputeShaders support (e.g. DX11).
SSF is under development. Any bug reports and feature requests are more than welcome.