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.LIVE WEBGL DEMO also on may site main pageTurn your mesh into a ghost, a hologram or a cloud of drifting embers. The bakerconverts geometry into a point cloud stored in two compact textures, and fromthat moment the original model is no longer part of the effect. The source meshcan 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 landingpage scenes, all from models you already have in the project. Any mesh you canimport 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 areno compute shaders and no GraphicsBuffers anywhere in the pipeline, which isexactly why it runs in a browser tab and on a phone where compute based particlesystems 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 cheapat any resolution and on any screen.★ ONE COMPONENT, FIVE SYSTEMS ★Drop the Liquid Mesh Particles component on an empty object, assign a bakedcloud, and you get pointer repulsion, wind, flow, HDR gradients and materialpalette tinting from the same inspector. Every system is independent andswitches off by setting a single value to zero, with no shader variants and nokeyword permutations.★ A REAL BAKER, NOT A RANDOM SCATTER ★The Point Cloud Baker merges every MeshFilter under a source object, weldscoincident vertices, distributes points by triangle area and then runs aPoisson rejection pass so the result has an even minimum spacing instead of theclumps you get from naive sampling. Hard edges can be walked separately sosilhouettes and creases stay sharp at low point counts. Material colors arecollected into a palette of up to 32 entries, so a multi material model keepsits color identity in the cloud.★ FULL SOURCE, NO BLACK BOXES ★Three C# files, three shader files, one shared HLSL include. No DLLs, no thirdparty 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 portfolioscenes.Any mesh to point cloud. Bake a whole hierarchy of MeshFilters into one cloud in a few seconds.Up to 500 000 baked points and up to 1 000 000 rendered particles.Morphing playlist. Chain baked clouds in a list and let each shape dissolve into the next. Hold time and transition time are set per entry. A resting cloud costs exactly what a single cloud costs, only the transition pays for two.Every setting travels with the cloud. Each entry is a prefab with its own colors, wind, flow, gradient, scale and orientation, and all of them interpolate across a transition.Turntable rotation. One speed field spins the whole playlist around Y for showreels and product shots.One draw call. One mesh, one material, no per particle CPU work, no GraphicsBuffer, no instancing overhead.No compute shaders. The GPU simulation is a fragment blit, so it works on WebGL2, WebGPU, Android and iOS.Pointer and touch interaction. Points are pushed away in screen space with an exponential follow, and settle back smoothly. Mouse and touch, new Input System and legacy.Wind system. Direction, facing selection, normal bias, per point spread, travel distance, speed, fade in and falloff.Flow system. Particles physically travel along an object space axis, hugging the surface, and ghost out at the geometric boundary.HDR gradient. Two HDR colors projected on any axis, with an adjustable midpoint and a blend slider against the baked material palette.32 material palette. Colors are read from _BaseColor or _Color at bake time and preserved per point.Poisson disk distribution. Even spacing instead of clustered noise, with a deterministic seed for reproducible bakes.Hard edge sampling. Dedicated point budget for creases and silhouettes, controlled by a dihedral angle threshold.Pixel clamped point size. Minimum and maximum on screen size keep the cloud readable from any distance and on any resolution.Live scene view preview. Wind, flow, gradients and density update without entering Play mode.Full C# and HLSL source included. No DLLs, no external dependencies.Documented in the editor. A welcome window renders the full README inside Unity.




