using com.zibra.liquid.DataStructures;
using com.zibra.liquid.Manipulators;
using com.zibra.common.Utilities;
using com.zibra.liquid.Bridge;
#if UNITY_EDITOR
using com.zibra.liquid.Analytics;
#endif
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using com.zibra.common.SDFObjects;
#if UNITY_EDITOR
using com.zibra.common.Editor.SDFObjects;
#endif

#if UNITY_PIPELINE_HDRP
using UnityEngine.Rendering.HighDefinition;
#endif // UNITY_PIPELINE_HDRP

namespace com.zibra.liquid.Solver
{
    /// <summary>
    ///     Main ZibraLiquid component.
    /// </summary>
    /// <remarks>
    ///     <para>
    ///         Each ZibraLiquid component corresponds to one instance of simulation.
    ///         Different instances of simulation can't interact with each other.
    ///     </para>
    ///     <para>
    ///         Some parameters can't be changed after simulation has started and we created GPU buffers.
    ///         Normally, simulation starts in playmode in OnEnable and stops in OnDisable.
    ///         To change those parameters in runtime you want to have this component disabled,
    ///         and after setting them, enable this component.
    ///     </para>
    ///     <para>
    ///         Liquid may run in the edit mode, specifically when you use initial state baking.
    ///         In that case, you can't modify some parameters in edit mode too.
    ///     </para>
    ///     <para>
    ///         OnEnable will allocate GPU buffers, which may cause stuttering.
    ///         Consider enabling liquid on level load, but with simulation/render paused,
    ///         to not pay the cost of liquid initialization during gameplay.
    ///     </para>
    ///     <para>
    ///         Disabling liquid will free GPU buffers.
    ///         This means that liquid state will be lost.
    ///     </para>
    ///     <para>
    ///         Various parameters of the liquid are spread throught multiple components.
    ///         This is done so you can use Unity's Preset system to only change part of parameters.
    ///     </para>
    /// </remarks>
    [AddComponentMenu("Zibra Effects - Liquids/Zibra Liquid")]
    [DisallowMultipleComponent]
    [RequireComponent(typeof(ZibraLiquidMaterialParameters))]
    [RequireComponent(typeof(ZibraLiquidSolverParameters))]
    [RequireComponent(typeof(ZibraLiquidAdvancedRenderParameters))]
    [RequireComponent(typeof(ZibraManipulatorManager))]
    [ExecuteInEditMode]
    public class ZibraLiquid : MonoBehaviour
    {
#region Public Interface
#region Properties
        /// <summary>
        ///     A list of all enabled instances of this component.
        /// </summary>
        public static List<ZibraLiquid> AllFluids = new List<ZibraLiquid>();

        /// <summary>
        ///     Header of initial state baked in the Paid version.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Use <see cref="IsValidBakedLiquidHeader"/> instead,
        ///         unless you need to check which version baked this state.
        ///     </para>
        ///     <para>
        ///         You can compare this to first int in .bytes file,
        ///         to check whether it is baked liquid state saved specifically by the Paid version.
        ///     </para>
        ///     <para>
        ///         Baked states are compatible across versions,
        ///         But state baked in the Pro version also contains data about particle species,
        ///         So state from the Pro version has different format and a little bit larger.
        ///     </para>
        /// </remarks>
        public const int BAKED_LIQUID_PAID_HEADER_VALUE = 0x071B9AA1;

        /// <summary>
        ///     Header of initial state baked in the Pro version.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Use <see cref="IsValidBakedLiquidHeader"/> instead,
        ///         unless you need to check which version baked this state.
        ///     </para>
        ///     <para>
        ///         You can compare this to first int in .bytes file,
        ///         to check whether it is baked liquid state saved specifically by the Pro version.
        ///     </para>
        ///     <para>
        ///         Baked states are compatible across versions,
        ///         But state baked in the Pro version also contains data about particle species,
        ///         So state from the Pro version has different format and a little bit larger.
        ///     </para>
        /// </remarks>
        public const int BAKED_LIQUID_PRO_HEADER_VALUE = 0x171B9AA1;

        /// <summary>
        ///     Default speed of liquid simulation.
        /// </summary>
        /// <remarks>
        ///     The defualt value of speed of liquid simulation that defines
        ///     relation between simulation time units and seconds.
        /// </remarks>
        public const float DEFAULT_SIMULATION_TIME_SCALE = 40.0f;

        /// <summary>
        ///     Checks whether passed int is a valid header for baked liquid state.
        /// </summary>
        /// <remarks>
        ///     To use it, read first int from the .bytes file and pass it to this function.
        /// </remarks>
        public bool IsValidBakedLiquidHeader(int header)
        {
            return header == BAKED_LIQUID_PAID_HEADER_VALUE || header == BAKED_LIQUID_PRO_HEADER_VALUE;
        }

#if UNITY_EDITOR
        /// <summary>
        ///     (Editor only) Event that is triggered when state of manipulator changes
        ///     to trigger update of custom editor.
        /// </summary>
        /// <remarks>
        ///     This is only intended to update custom editors,
        ///     You can trigger it when you change some state to update custom editor.
        ///     But using it for anything else is a bad idea.
        /// </remarks>
        public event Action OnChanged;

        /// <summary>
        ///     (Editor only) Triggers custom editor update.
        /// </summary>
        /// <remarks>
        ///     Just triggers <see cref="OnChanged"/>.
        /// </remarks>
        public void NotifyChange()
        {
            if (OnChanged != null)
            {
                OnChanged.Invoke();
            }
        }
#endif

        /// <summary>
        ///     Render target containing rendered mesh.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is RGBA float render target.
        ///         Format during Mesh Render pass:
        ///         * xyz - World position
        ///         * w - Encoded surface normal
        ///
        ///         Format during Visualse SDF pass:
        ///         * xyz - Normal
        ///         * w - Depth
        ///     </para>
        ///     <para>
        ///         When Visualize SDF is enabled, it will execute after Mesh Render pass,
        ///         and so it will overwrite rendered liquid.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode or Visualize SDF pass.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture Color0;

        /// <summary>
        ///     Render target containing raymarched data.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is RGBA float render target.
        ///         Format:
        ///         * x - Depth of first light bounce traveling inside liquid
        ///         * y - Depth of first light bounce traveling outside liquid (if any)
        ///         * z - Depth of second light bounce traveling inside liquid (if any)
        ///         * w - 0
        ///
        ///         calculation of yz components require RefractionBounces
        ///         in ZibraLiquidAdvancedRenderParameters to be set to TwoBounces.
        ///     </para>
        ///     <para>
        ///         Unused if DisableRaymarch in ZibraLiquidAdvancedRenderParameters is enabled.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture Color1;

        /// <summary>
        ///     Render target containing raymarched data.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is RGBA float render target.
        ///         Format:
        ///         * xyz - Concentrations of Material1/2/3 respectively.
        ///         * w - 0
        ///     </para>
        ///     <para>
        ///         Unused if DisableRaymarch in ZibraLiquidAdvancedRenderParameters is enabled.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        ///     <para>
        ///         Texture exists in non Pro versions too for technical reasons,
        ///         but has no functionality in non Pro versions.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture Color2;

        /// <summary>
        ///     Render target containing rendered liquid when using downscale.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is RGBA float render target.
        ///         Format:
        ///         * xyz - Rendered liquid
        ///         * w - 1.0 in pixels with liquid, and 0 othewise
        ///     </para>
        ///     <para>
        ///         Only used when <see cref="EnableDownscale"/> is enabled.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture UpscaleColor;

        /// <summary>
        ///     Render target containing liquid depth when using downscale.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only used when <see cref="EnableDownscale"/> is enabled.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture UpscaleDepth;

        /// <summary>
        ///     Depth buffer containing liquid depth.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is depth buffer.
        ///         Format:
        ///         * r - rendered liquid mesh depth.
        ///     </para>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture Depth;

        /// <summary>
        ///    Render target containing rendered foam particles.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only used in Mesh Render mode.
        ///     </para>
        ///     <para>
        ///         This is RGBA float render target.
        ///         Format:
        ///             * rgba - foam color.
        ///     </para>
        ///     <para>
        ///         Current version only supports monochrome foam
        ///         but in future update we'll use all 4 color components
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public RenderTexture ParticlesRT;

        /// <summary>
        ///     Buffer containing generated mesh counters.
        /// </summary>
        /// <remarks>
        ///     This is an int buffer.
        ///     Counters[0] = Number of quads.
        ///     Counters[1] = Number of vertices.
        /// </remarks>
        [NonSerialized]
        public ComputeBuffer Counters;

        /// <summary>
        ///     Buffer containing indices of vertices corresponding to grid nodes.
        /// </summary>
        /// <remarks>
        ///     This is an int buffer.
        ///     VertexIDGrid[nodeID] = Index of vertex corresponding to grid node with id nodeID
        /// </remarks>
        [NonSerialized]
        public ComputeBuffer VertexIDGrid;

        /// <summary>
        ///     Buffer containing indices of vertices corresponding to grid nodes.
        /// </summary>
        /// <remarks>
        ///     This is an uint buffer.
        ///     VertexIDGrid[3 * vertexID + 0/1/2] = X/Y/Z coordinate
        ///     of vertex in simulation space encoded with <c>asuint</c>.
        /// </remarks>
        [NonSerialized]
        public GraphicsBuffer VertexBuffer0;

        /// <summary>
        ///     Temporary buffer for internal calculations.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Has same structure as <see cref="VertexBuffer0"/>,
        ///         but only contains intermediate data.
        ///     </para>
        ///     <para>
        ///         You can safely reuse it for your needs, to save VRAM,
        ///         but it'll get overwritten during liquid mesh generation.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public GraphicsBuffer VertexBuffer1;
        [NonSerialized]

        /// <summary>
        ///     Buffer containing information about liquid mesh quads.
        /// </summary>
        /// <remarks>
        ///     This is an uint buffer.
        ///     Each element contains encoded data about single quad.
        ///     Data encoded as follows:
        ///     Leas significant 29 bits - ID of grid node corresponding to quad.
        ///     Next 2 bits - ID of axis of quad
        ///     Next 1 bit - direction of quad, 1 = positive direction, 0 = negative direction
        /// </remarks>
        public ComputeBuffer QuadBuffer;

        /// <summary>
        ///     Temporary buffer for internal calculations.
        /// </summary>
        /// <remarks>
        ///     Used as intermediate to write to buffers that cannot normally be written from GPU.
        /// </remarks>
        [NonSerialized]
        public ComputeBuffer TransferDataBuffer;

        /// <summary>
        ///     Index buffer of liquid mesh.
        /// </summary>
        /// <remarks>
        ///     Also, used as intermediate, to copy data to Unity's mesh.
        ///     But not used exclusively in Unire Render mode.
        /// </remarks>
        [NonSerialized]
        public GraphicsBuffer MeshRenderIndexBuffer;

        /// <summary>
        ///     Buffer containing vertex data of liquid mesh.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Used as intermediate, to copy data to Unity's mesh.
        ///     </para>
        ///     <para>
        ///         This is an uint buffer.
        ///         Format:
        ///         * VertexProperties[6 * VertexID + 0/1/2] =  X/Y/Z coordinate in local space,
        ///         encoded with <c>asuint</c>
        ///         * VertexProperties[6 * VertexID + 3/4/5] =  X/Y/Z normal encoded with <c>asuint</c>
        ///     </para>
        ///     <para>
        ///         Only used in Unity Render mode.
        ///     </para>
        /// </remarks>
        [NonSerialized]
        public GraphicsBuffer VertexProperties;

        /// <summary>
        ///     Mesh used for rendering in case Unity Render mode is used.
        /// </summary>
        [NonSerialized]
        public Mesh LiquidMesh;

        /// <summary>
        ///     2D texture containing all heightmaps.
        /// </summary>
        /// <remarks>
        ///     This is a float 2d texture. Each texel corresponds to a height value.
        ///     Format:
        ///     * x - Height
        /// </remarks>
        [NonSerialized]
        public RenderTexture HeightmapTexture;

        /// <summary>
        ///     3D texture containing liquid normals.
        /// </summary>
        /// <remarks>
        ///     This is a float 3d texture. Each texel corresponds to grid node.
        ///     Format:
        ///     * xyz - Normal
        ///     * w - Blurred liquid density
        /// </remarks>
        [NonSerialized]
        public RenderTexture GridNormalTexture;

        /// <summary>
        ///     3D texture containing liquid normals.
        /// </summary>
        /// <remarks>
        ///     This is a float 3d texture. Each texel corresponds to grid node.
        ///     Format:
        ///     * xyz - Concentrations of liquid materials
        ///     * w - Smooth liquid density
        /// </remarks>
        [NonSerialized]
        public RenderTexture DensityTexture;

        /// <summary>
        ///     3D texture containing liquid normals.
        /// </summary>
        /// <remarks>
        ///     This is a float 3d texture. Each texel corresponds to grid node.
        ///     Format:
        ///     * xyz - Momentum of the liquid
        ///     * w - Mass of the liquid
        /// </remarks>
        [NonSerialized]
        public RenderTexture VelocityTexture;

        /// <summary>
        ///     Maximum number of particles simulation may have.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Directly corresponds to maximum volume of liquid simulation may have.
        ///     </para>
        ///     <para>
        ///         Has noticeable VRAM impact.
        ///     </para>
        ///     <para>
        ///         Having more active particles in the simulation has noticeable performance impact.
        ///     </para>
        ///     <para>
        ///         This parameter can not be changed when liquid has GPU resources initialized.
        ///         (See <see cref="Initialized"/>)
        ///     </para>
        ///     <para>
        ///         For UI limit of 10000000 particles is set,
        ///         and that's maximum number which guaranteed to work (if you have enough VRAM).
        ///         But if you want to, you can set it higher.
        ///     </para>
        /// </remarks>
        [Range(1024, 10000000)]
        [Tooltip(
            "Maximum number of particles simulation may have. Directly corresponds to maximum volume of liquid simulation may have. Has noticeable VRAM impact.")]
        public int MaxNumParticles = 262144;

        /// <summary>
        ///     Buffer containing positions and particle species information.
        /// </summary>
        /// <remarks>
        ///     This is a float4 buffer. Each float4 corresponds to particle.
        ///     Format:
        ///     * PositionMass[i].xyz - Position of the particle in the simulation space
        ///     * PositionMass[i].w - Particle species
        /// </remarks>
        public ComputeBuffer PositionMass { get; private set; }

        /// <summary>
        ///     Buffers containing affine velocity matrices, velocities
        ///     and foaming values for each particle.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         There are exactly 2 buffers, and the active one is flipped each simulation step.
        ///     </para>
        ///     <para>
        ///         This is a float4 buffer. Each pack of 4 float4's corresponds to particle.
        ///         Format:
        ///         * Affine[particleID * 4 + 0].xyz - 1st row of affine velocity matrix
        ///         * Affine[particleID * 4 + 0].w - 1st particle specific random number
        ///         * Affine[particleID * 4 + 1].xyz - 2nd row of affine velocity matrix
        ///         * Affine[particleID * 4 + 1].w - 2nd particle specific random number
        ///         * Affine[particleID * 4 + 2].xyz - 3rd row of affine velocity matrix
        ///         * Affine[particleID * 4 + 2].w - 3rd particle specific random number
        ///         * Affine[particleID * 4 + 3].xyz - Velocity
        ///         * Affine[particleID * 4 + 3].w - Foaming value
        ///     </para>
        /// </remarks>
        public ComputeBuffer[] Affine { get; private set; }

        /// <summary>
        ///     Buffer containing number of active particles, as well as some additional counters.
        /// </summary>
        /// <remarks>
        ///     This is an int buffer.
        ///     Format:
        ///     * ParticleNumber[0] - Active particle count
        ///     * ParticleNumber[1] - Particles emitted in the last simulation step
        ///     * Other values are not useful outside of the simulation
        /// </remarks>
        public ComputeBuffer ParticleNumber { get; private set; }

        /// <summary>
        ///     If enabled, makes liquid render in lower resolution.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Enabling downscale can significantly improve performance on mobile,
        ///         by having way less pixels calculate pixel shader for the liquid.
        ///     </para>
        ///     <para>
        ///         Has no effect in Unity Render mode.
        ///     </para>
        /// </remarks>
        [Tooltip("If enabled, makes liquid render in lower resolution")]
        public bool EnableDownscale = false;

        /// <summary>
        ///     Factor of resolution downscale.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Lower factor corresponds to better performance, but lower visual quality.
        ///     </para>
        ///     <para>
        ///         If you set this value too high, you may get lower performance compared to downscale disabled.
        ///         This is due to fact that we need to do additional pass to upscale liquid,
        ///         so when resolution downscale is too high, performance win from lower shading resolution
        ///         can potentially be less than performance loss due to cost of doing upscale pass.
        ///         That's why value of 1.0 is not allowed and you have to disable downscale for full resolution.
        ///     </para>
        ///     <para>
        ///         Has no effect in Unity Render mode or when <see cref="EnableDownscale"/> is disabled.
        ///     </para>
        /// </remarks>
        [Range(0.2f, 0.99f)]
        [Tooltip(
            "Factor of resolution downscale. Lower factor corresponds to better performance, but lower visual quality.")]
        public float DownscaleFactor = 0.5f;

        /// <summary>
        ///     See <see cref="InitialState"/>.
        /// </summary>
        public enum InitialStateType
        {
            NoParticles,
            BakedLiquidState
        }

        /// <summary>
        ///     Baked initial state.
        /// </summary>
        [Serializable]
        public class BakedInitialState
        {
            /// <summary>
            ///     Active particle count in baked state
            /// </summary>
            /// <remarks>
            ///     If baked initial state will have more particles <see cref="MaxNumParticles"/> it'll trigger an
            ///     error.
            /// </remarks>
            [SerializeField]
            public int ParticleCount;

            /// <summary>
            ///     Particle data stored in same format as in buffer <see cref="PositionMass"/>.
            /// </summary>
            [SerializeField]
            public Vector4[] Positions;

            /// <summary>
            ///     Particle data stored in same format as in buffers <see cref="Affine"/>.
            /// </summary>
            [SerializeField]
            public Vector2Int[] AffineVelocity;
        }

        /// <summary>
        ///     Type of initial state of the liquid.
        /// </summary>
        /// <remarks>
        ///     Default is - No Particles, which means that there won't be any liquid on startup.
        ///     Alternative is - Baked Liquid State, which uses <see cref="BakedInitialStateAsset"/>
        ///     to restore previously recorded liquid state.
        /// </remarks>
        [Tooltip("Type of initial state of the liquid")]
        public InitialStateType InitialState = InitialStateType.NoParticles;

        /// <summary>
        ///     Asset containing baked initial state data.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This state is too large to store in the scene file,
        ///         So it's stored separately, which has sideeffect of having TextAsset type.
        ///         Since any TextAsset can be assigned to it,
        ///         we have check to make sure that any specific TextAsset is a baked liquid state.
        ///         See <see cref="IsValidBakedLiquidHeader"/>.
        ///     </para>
        ///     <para>
        ///         Has no effect in case <see cref="InitialState"/> is not set to BakedLiquidState.
        ///     </para>
        /// </remarks>
        [Tooltip("Asset containing baked initial state data")]
        public TextAsset BakedInitialStateAsset;

        /// <summary>
        ///     ID of running liquid instance.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only valid when liquid resources are initialized.
        ///     </para>
        ///     <para>
        ///         Guaranteed to be unique among all currently initialized liquids.
        ///     </para>
        /// </remarks>
        public int CurrentInstanceID { get; private set; }

        /// <summary>
        ///     Timestep used in last simulation iteration.
        /// </summary>
        public float Timestep { get; private set; } = 0.0f;

        /// <summary>
        ///     Simulation time passed (in simulation time units).
        /// </summary>
        public float SimulationInternalTime { get; private set; } = 0.0f;

        /// <summary>
        ///     Number of simulation iterations done so far.
        /// </summary>
        public int SimulationInternalFrame { get; private set; } = 0;

        /// <summary>
        ///     Total number of grid nodes.
        /// </summary>
        /// <remarks>
        ///     Only valid when liquid resources are initialized.
        ///     Or after call to <see cref="UpdateSimulationConstants"/>
        /// </remarks>
        public int GridNodeCount { get; private set; } = 0;

        /// <summary>
        ///     See <see cref="CurrentRenderingMode"/>.
        /// </summary>
        public enum RenderingMode
        {
            [Obsolete("Particle Render is no longer support. Please switch to another render mode.",
                      true)] ParticleRender = 0,
            MeshRender = 1,
            UnityRender = 2
        }

        /// <summary>
        ///     Rendering mode of the liquid.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         You can choose between:
        ///
        ///         * Mesh Render mode - mode in which we:
        ///         Generate mesh from the liquid.
        ///         Render it with DrawIndirect in Native Plugin
        ///         (optionally) Do raymarching pass to calculate light bounching inside the liquid in Native plugin.
        ///         Shading inside Unity with customizeable shader.
        ///         (optionally) Upscale pass to allow shading in lower resolution.
        ///
        ///         * Unity Render mode - mode in which we:
        ///         Generate mesh from the liquid.
        ///         Copy it to Unity's Mesh Renderer.
        ///         And Unity takes care of rendering that mesh.
        ///     </para>
        ///     <para>
        ///         To use Unity Render mode you'll need your own shader for liquid to render with.
        ///     </para>
        ///     <para>
        ///         In Unity Render mode you won't have raymarching results, so visual quality will be lower.
        ///     </para>
        ///     <para>
        ///         Unity Render mode has slight performance penalty,
        ///         as it currently can not draw variable number of indices.
        ///     </para>
        ///     <para>
        ///         In Unity Render, material parameters set in liquid object have no effect.
        ///         Since liquid can not control arbitrary material that may be set to render the liquid.
        ///     </para>
        ///     <para>
        ///         Mesh Render mode doesn't support VR at the moment,
        ///         so will have to switch to Unity Render mode in order for VR to work.
        ///     </para>
        ///     <para>
        ///         Changing this parameter when liquid is initialized has no effect.
        ///         During initialization we allocate different set of resources based on render mode.
        ///         So changing render mode requires re-initialization.
        ///     </para>
        ///     <para>
        ///         See User Guide for more details.
        ///     </para>
        /// </remarks>
        [Tooltip("Rendering mode of the liquid. Please see documentation for more details.")]
        public RenderingMode CurrentRenderingMode = RenderingMode.MeshRender;

        /// <summary>
        ///     Injection point where we will insert liquid rendering.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only used in case of Built-in Render Pipeline.
        ///     </para>
        ///     <para>
        ///         Has no effect when using Unity Render mode.
        ///     </para>
        /// </remarks>
        [Tooltip("Injection point where we will insert liquid rendering")]
        public CameraEvent CurrentInjectionPoint = CameraEvent.AfterSkybox;

        /// <summary>
        ///     Size of the simulation grid.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only valid when liquid resources are initialized.
        ///         Or after call to <see cref="UpdateSimulationConstants"/>
        ///     </para>
        ///     <para>
        ///         Largest component is equal to <see cref="GridResolution"/>.
        ///         Other components are scaled so aspect ratio of GridSize
        ///         matches aspect ratio of <see cref="ContainerSize"/>.
        ///     </para>
        /// </remarks>
        public Vector3Int GridSize { get; private set; }

#if UNITY_PIPELINE_HDRP
        /// <summary>
        ///     (HDRP Only) Reflection proble used for liquid reflections.
        /// </summary>
        /// <remarks>
        ///     Must be set you are using HDRP and Mesh Render mode.
        ///     Otherwise liquid won't inialize.
        /// </remarks>
        [FormerlySerializedAs("reflectionProbe")]
        [FormerlySerializedAs("reflectionProbeHDRP")]
        [Tooltip("Reflection proble used for liquid reflections")]
        public HDProbe ReflectionProbeHDRP;

        /// <summary>
        ///     (HDRP Only) Light used for liquid shading.
        /// </summary>
        /// <remarks>
        ///     Must be set you are using HDRP and Mesh Render mode.
        ///     Otherwise liquid won't inialize.
        /// </remarks>
        [FormerlySerializedAs("customLightHDRP")]
        [Tooltip("Light used for liquid shading")]
        public Light CustomLightHDRP;
#endif // UNITY_PIPELINE_HDRP

        /// <summary>
        ///     (URP/Built-in RP Only) Reflection proble used for liquid reflections.
        /// </summary>
        /// <remarks>
        ///     It's strongly recommended to set it if you are using URP/Built-in RP and Mesh Render mode.
        /// </remarks>
#if !UNITY_PIPELINE_HDRP
        [FormerlySerializedAs("reflectionProbe")]
#endif // !UNITY_PIPELINE_HDRP
        [FormerlySerializedAs("reflectionProbeSRP")]
        [Tooltip("Reflection proble used for liquid reflections")]
        public ReflectionProbe ReflectionProbeBRP;

        /// <summary>
        ///     Maximum timestep that is allowed in single simulation iteration.
        /// </summary>
        /// <remarks>
        ///     Higher values correspond to potentially less stable simulation.
        ///     While lower values correspond to higher chance of liquid simulation slowing down during FPS drops.
        /// </remarks>
        [Range(0.0f, 1.0f)]
        [FormerlySerializedAs("timeStepMax")]
        [Tooltip("Maximum timestep that is allowed in single simulation iteration")]
        public float MaxAllowedTimestep = 1.00f;

        /// <summary>
        ///     Maximum allowed number of frames queued to render.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only used when <c>QualitySettings.maxQueuedFrames</c> is not available or invalid.
        ///     </para>
        ///     <para>
        ///         Defines number of frames we'll wait between submitting simulation workload
        ///         and reading back simulation information back to the CPU.
        ///         Higher values correspond to more delay for simulation info readback,
        ///         while lower values can potentially decreasing framerate.
        ///     </para>
        /// </remarks>
        [Range(2, 16)]
        [FormerlySerializedAs("maxFramesInFlight")]
        [Tooltip("Fallback maximum allowed number of frames queued to render")]
        public UInt32 MaxFramesInFlight = 3;

        /// <summary>
        ///     Speed of liquid simulation.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Defines relation between simulation time units and seconds.
        ///     </para>
        ///     <para>
        ///         You can change the speed of liquid simulation with this parameter dynamically.
        ///     </para>
        /// </remarks>
        [Range(0.0f, 100.0f)]
        [FormerlySerializedAs("simTimePerSec")]
        [Tooltip("Speed of liquid simulation")]
        public float SimulationTimeScale = DEFAULT_SIMULATION_TIME_SCALE;

        /// <summary>
        ///     Current number of particles in the simulation.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Values greater than 0 correspond to having any liquid in the simulation.
        ///     </para>
        ///     <para>
        ///         This parameter is updated with delay, since we need to read that data from the GPU.
        ///     </para>
        /// </remarks>
        public int CurrentParticleNumber { get; private set; } = 0;

        /// <summary>
        ///     Number of simulation iterations to execute on each update.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Update for purposes of this parameter is <c>Update()</c>
        ///         in case <see cref="UseFixedTimestep"/> is disabled,
        ///         and <c>FixedUpdate()</c> otherwise.
        ///     </para>
        ///     <para>
        ///         It's strongly recommended to set it to 1 if you target mobile devices.
        ///     </para>
        /// </remarks>
        [Range(1, 10)]
        [FormerlySerializedAs("iterationsPerFrame")]
        [Tooltip("Number of simulation iterations to execute on each update")]
        public int SimulationIterationsPerFrame = 1;

        /// <summary>
        ///     Size of each grid node.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Only valid when liquid resources are initialized.
        ///         Or after call to <see cref="UpdateSimulationConstants"/>
        ///     </para>
        ///     <para>
        ///         Grid nodes are all same size and all of them are cubes.
        ///         This parameter is length of side of that cube.
        ///     </para>
        /// </remarks>
        public float NodeSize { get; private set; }

        /// <summary>
        ///     Resolution of the simulation grid.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Has major impact on performance and quality.
        ///         This is the first option you want to configure when tweaking performance.
        ///     </para>
        ///     <para>
        ///         Changing resolution while liquid resources are intialized has no effect.
        ///     </para>
        ///     <para>
        ///         This parameter defines number of nodes in largest dimension of grid node
        ///     </para>
        /// </remarks>
        [Min(16)]
        [FormerlySerializedAs("gridResolution")]
        [Tooltip(
            "Resolution of the simulation grid. Has major impact on performance and quality. Please see documentation for details.")]
        public int GridResolution = 128;

        /// <summary>
        ///     Whether to run simulation.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Has no effect when liquid is not initialized.
        ///     </para>
        ///     <para>
        ///         Disabling simulation will improve performance.
        ///     </para>
        ///     <para>
        ///         Simulation will run for 2 frames after liquid initializations independently of this option,
        ///         since liquid can't be rendered otherwise.
        ///     </para>
        /// </remarks>
        [FormerlySerializedAs("runSimulation")]
        public bool RunSimulation = true;

        /// <summary>
        ///     Whether to render liquid.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Has no effect when liquid is not initialized.
        ///     </para>
        ///     <para>
        ///         Disabling rendering will improve performance.
        ///     </para>
        ///     <para>
        ///         Liquid may still be simulated,
        ///         which mean that it may still push objects with force interaction,
        ///         update data in detectors/emitters/voids,
        ///         and сost performance due to simulation calculatons.
        ///     </para>
        /// </remarks>
        [FormerlySerializedAs("runRendering")]
        [Tooltip("Whether to render liquid")]
        public bool RunRendering = true;

        /// <summary>
        ///     When enabled, during container movement, liquid stays in place in world space.
        /// </summary>
        /// <remarks>
        ///     If you want to move liquid container without disturbing simulation you can disable this.
        /// </remarks>
        [Tooltip("When enabled, during container movement, liquid stays in place in world space")]
        public bool EnableContainerMovementFeedback = true;

        /// <summary>
        ///     Whether to render visualised SDFs.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Has no effect when liquid is not initialized.
        ///     </para>
        ///     <para>
        ///         This option is only meant for debugging purposes.
        ///         It's strongly recommended to not enable it in final builds.
        ///     </para>
        /// </remarks>
        [FormerlySerializedAs("visualizeSceneSDF")]
        [Tooltip("Whether to render visualized SDFs")]
        public bool VisualizeSceneSDF = false;

        /// <summary>
        ///     Reference to <see cref="DataStructures::ZibraLiquidSolverParameters">ZibraLiquidSolverParameters</see>
        ///     corresponding to this object.
        /// </summary>
        public ZibraLiquidSolverParameters SolverParameters
        {
            get {
                if (SolverParametersInternal == null)
                {
                    SolverParametersInternal = gameObject.GetComponent<ZibraLiquidSolverParameters>();
                    if (SolverParametersInternal == null)
                    {
                        SolverParametersInternal = gameObject.AddComponent<ZibraLiquidSolverParameters>();
#if UNITY_EDITOR
                        UnityEditor.EditorUtility.SetDirty(this);
#endif
                    }
                }
                return SolverParametersInternal;
            }
        }

        /// <summary>
        ///     Reference to
        ///     <see cref="DataStructures::ZibraLiquidMaterialParameters">ZibraLiquidMaterialParameters</see>
        ///     corresponding to this object.
        /// </summary>
        public ZibraLiquidMaterialParameters MaterialParameters
        {
            get {
                if (MaterialParametersInternal == null)
                {
                    MaterialParametersInternal = gameObject.GetComponent<ZibraLiquidMaterialParameters>();
                    if (MaterialParametersInternal == null)
                    {
                        MaterialParametersInternal = gameObject.AddComponent<ZibraLiquidMaterialParameters>();
#if UNITY_EDITOR
                        UnityEditor.EditorUtility.SetDirty(this);
#endif
                    }
                }
                return MaterialParametersInternal;
            }
        }

        /// <summary>
        ///     Reference to
        ///     <see
        ///     cref="DataStructures::ZibraLiquidAdvancedRenderParameters">ZibraLiquidAdvancedRenderParameters</see>
        ///     corresponding to this object.
        /// </summary>
        public ZibraLiquidAdvancedRenderParameters AdvancedRenderParameters
        {
            get {
                if (AdvancedRenderParametersInternal == null)
                {
                    AdvancedRenderParametersInternal = gameObject.GetComponent<ZibraLiquidAdvancedRenderParameters>();
                    if (AdvancedRenderParametersInternal == null)
                    {
                        AdvancedRenderParametersInternal =
                            gameObject.AddComponent<ZibraLiquidAdvancedRenderParameters>();
#if UNITY_EDITOR
                        UnityEditor.EditorUtility.SetDirty(this);
#endif
                    }
                }
                return AdvancedRenderParametersInternal;
            }
        }

        /// <summary>
        ///     Liquid container size.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Liquid container is always a axis aligned box, and this Vector3 is sides of the box.
        ///     </para>
        ///     <para>
        ///         This indirectly affects performance,
        ///         since aspect ratio of this box affects totan number of grid nodes.
        ///         See <see cref="GridNodeCount"/>.
        ///     </para>
        ///     <para>
        ///         Liquid can not leave this box.
        ///         You can, however, move this box.
        ///         If you do that, liquid will try to stay in place in world space,
        ///         unless <see cref="EnableContainerMovementFeedback"/> is disabled.
        ///     </para>
        /// </remarks>
        [FormerlySerializedAs("containerSize")]
        public Vector3 ContainerSize = new Vector3(10, 10, 10);

        /// <summary>
        ///     Whether liquid resources are initialized.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Can be true in edit mode (e.g. during initial state baking).
        ///         Can be false in play mode (e.g. disabled liquid).
        ///     </para>
        ///     <para>
        ///         When liquid resources are initialized,
        ///         you won't be able to change a lot of liquid parameters.
        ///         This is due to fact, that some resources are initialized based on those parameters
        ///         and currently, can't be resized without re-initializing simulation.
        ///     </para>
        /// </remarks>
        public bool Initialized { get; private set; } = false;

        /// <summary>
        ///     Selects whether to update simulation in Update or FixedUpdate.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         True corresponds on updating simulation in FixedUpdate.
        ///     </para>
        ///     <para>
        ///         When enabled, number of simulation iterations each frame
        ///         may be inconsistent between frames.
        ///         So use with care, as it may introduce stutter.
        ///     </para>
        ///     <para>
        ///         If you want to change fixed timestep interval,
        ///         change Fixed Timestep in Time section of Project settings.
        ///     </para>
        /// </remarks>
        [Tooltip("Selects whether to update simulation in Update or FixedUpdate")]
        public bool UseFixedTimestep = false;
#endregion

#region Methods

        /// <summary>
        ///     Updates values of some constants based on <see cref="ContainerSize"/> and
        ///     <see cref="GridResolution"/>.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         Update values of <see cref="NodeSize"/>, <see cref="GridSize"/>
        ///         and <see cref="GridNodeCount"/>.
        ///     </para>
        ///     <para>
        ///         Has no effect when liquid is initialized, since you can't modify
        ///         aforementioned parameters in this case.
        ///     </para>
        /// </remarks>
        public void UpdateSimulationConstants()
        {
            if (Initialized)
            {
                return;
            }

            NodeSize = Math.Max(ContainerSize.x, Math.Max(ContainerSize.y, ContainerSize.z)) / GridResolution;
            GridSize = Vector3Int.CeilToInt(ContainerSize / NodeSize);
            GridNodeCount = GridSize[0] * GridSize[1] * GridSize[2];
        }

        /// <summary>
        ///     Returns aproximate size each particle will have in case of resting liquid.
        /// </summary>
        public float GetParticleSize()
        {
            UpdateSimulationConstants();
            return (float)(NodeSize / Math.Pow(SolverParameters.ParticleDensity, 1.0f / 3.0f));
        }

        /// <summary>
        ///     Checks if liquid has at least one emitter manipulator.
        /// </summary>
        /// <remarks>
        ///     Liquid component must have emitter or non empty initial state,
        ///     otherwise it won't be able to generate any particles
        ///     and will never generate any actual liquid.
        /// </remarks>
        public bool HasEmitter()
        {
            foreach (var manipulator in Manipulators)
            {
                if (manipulator.GetManipulatorType() == Manipulator.ManipulatorType.Emitter)
                {
                    return true;
                }
            }

            return false;
        }

        /// <summary>
        ///     Returns read-only list of colliders.
        /// </summary>
        public ReadOnlyCollection<ZibraLiquidCollider> GetColliderList()
        {
            return SDFColliders.AsReadOnly();
        }

        /// <summary>
        ///     Checks whether collider list has specified collider.
        /// </summary>
        public bool HasCollider(ZibraLiquidCollider collider)
        {
            return SDFColliders.Contains(collider);
        }

        /// <summary>
        ///     Adds collider to the liquid.
        /// </summary>
        /// <remarks>
        ///     Can only be used if liquid is not initialized yet,
        ///     e.g. when liquid is disabled.
        /// </remarks>
        public void AddCollider(ZibraLiquidCollider collider)
        {
            if (Initialized)
            {
                Debug.LogWarning(
                    "We don't yet support changing number of manipulators/colliders while liquid's resources are initialized.");
                return;
            }

            if (!SDFColliders.Contains(collider))
            {
                SDFColliders.Add(collider);
                SDFColliders.Sort(new SDFColliderCompare());
#if UNITY_EDITOR
                UnityEditor.EditorUtility.SetDirty(this);
#endif
            }
        }

        /// <summary>
        ///     Removes collider from the liquid.
        /// </summary>
        /// <remarks>
        ///     Can only be used if liquid is not initialized yet,
        ///     e.g. when liquid is disabled.
        /// </remarks>
        public void RemoveCollider(ZibraLiquidCollider collider)
        {
            if (Initialized)
            {
                Debug.LogWarning(
                    "We don't yet support changing number of manipulators/colliders while liquid's resources are initialized.");
                return;
            }

            if (SDFColliders.Contains(collider))
            {
                SDFColliders.Remove(collider);
                SDFColliders.Sort(new SDFColliderCompare());
#if UNITY_EDITOR
                UnityEditor.EditorUtility.SetDirty(this);
#endif
            }
        }

        /// <summary>
        ///     Returns read-only list of colliders.
        /// </summary>
        public ReadOnlyCollection<Manipulator> GetManipulatorList()
        {
            return Manipulators.AsReadOnly();
        }

        /// <summary>
        ///     Checks whether manipulator list has specified manipulator.
        /// </summary>
        public bool HasManipulator(Manipulator manipulator)
        {
            return Manipulators.Contains(manipulator);
        }

        /// <summary>
        ///     Adds manipulator to the liquid.
        /// </summary>
        /// <remarks>
        ///     Can only be used if liquid is not initialized yet,
        ///     e.g. when liquid is disabled.
        /// </remarks>
        public void AddManipulator(Manipulator manipulator)
        {
            if (Initialized)
            {
                Debug.LogWarning("We don't yet support changing number of manipulators/colliders at runtime.");
                return;
            }

            if (!Manipulators.Contains(manipulator))
            {
                Manipulators.Add(manipulator);
                Manipulators.Sort(new ManipulatorCompare());
#if UNITY_EDITOR
                UnityEditor.EditorUtility.SetDirty(this);
#endif
            }
        }

        /// <summary>
        ///     Removes manipulator from the liquid.
        /// </summary>
        /// <remarks>
        ///     Can only be used if liquid is not initialized yet,
        ///     e.g. when liquid is disabled.
        /// </remarks>
        public void RemoveManipulator(Manipulator manipulator)
        {
            if (Initialized)
            {
                Debug.LogWarning("We don't yet support changing number of manipulators/colliders at runtime.");
                return;
            }

            if (Manipulators.Contains(manipulator))
            {
                Manipulators.Remove(manipulator);
                Manipulators.Sort(new ManipulatorCompare());
#if UNITY_EDITOR
                UnityEditor.EditorUtility.SetDirty(this);
#endif
            }
        }

        /// <summary>
        ///     Returns approximate VRAM usage corresponding to <see cref="MaxNumParticles"/>.
        /// </summary>
        /// <returns>
        ///     Approximate VRAM usage in bytes.
        /// </returns>
        public ulong GetParticleCountFootprint()
        {
            ulong result = 0;
            int particleCountRounded = GetParticleCountRounded();
            result += (ulong)(MaxNumParticles * 4 * sizeof(float));            // PositionMass
            result += (ulong)(2 * 4 * particleCountRounded * 2 * sizeof(int)); // Affine
            result += (ulong)(particleCountRounded * 4 * sizeof(float));       // PositionMassCopy
            result += (ulong)(particleCountRounded * 2 * sizeof(int));         // nodeParticlePairs
            result += (ulong)(particleCountRounded * sizeof(uint));            // TmpSDFBuff

            result += (ulong)(4 * MaxNumParticles * sizeof(int)); // NodeParticlePairs0 NodeParticlePairs1
            int RadixWorkGroups1 = (int)Math.Ceiling((float)MaxNumParticles / (float)(2 * RADIX_THREADS));
            int RadixWorkGroups2 = (int)Math.Ceiling((float)MaxNumParticles / (float)(RADIX_THREADS * RADIX_THREADS));
            int RadixWorkGroups3 = (int)Math.Ceiling((float)RadixWorkGroups2 / (float)RADIX_THREADS);
            result += (ulong)(RadixWorkGroups1 * HISTO_WIDTH * sizeof(int));       // RadixGroupData1
            result += (ulong)(RadixWorkGroups2 * HISTO_WIDTH * sizeof(int));       // RadixGroupData2
            result += (ulong)((RadixWorkGroups3 + 1) * HISTO_WIDTH * sizeof(int)); // RadixGroupData3

            return result;
        }

        /// <summary>
        ///     Returns approximate VRAM usage corresponding to manipulators/colliders SDFs.
        /// </summary>
        /// <returns>
        ///     Approximate VRAM usage in bytes.
        /// </returns>
        public ulong GetSDFsFootprint()
        {
            ulong result = 0;

            foreach (var collider in SDFColliders)
            {
                if (collider == null)
                {
                    continue;
                }

                var sdf = collider.gameObject.GetComponent<SDFObject>();
                if (sdf)
                    result += sdf.GetVRAMFootprint();
            }

            return result;
        }

        /// <summary>
        ///     Calculates approximate VRAM usage corresponding to <see cref="GridResolution"/>.
        /// </summary>
        /// <returns>
        ///     Approximate VRAM usage in bytes.
        /// </returns>
        public ulong GetGridFootprint()
        {
            ulong result = 0;

            UpdateSimulationConstants();

            result += (ulong)(GridNodeCount * 4 * sizeof(int));    // GridData
            result += (ulong)(GridNodeCount * 4 * sizeof(float));  // GridNormal
            result += (ulong)(GridNodeCount * sizeof(float));      // GridBlur0
            result += (ulong)(GridNodeCount * sizeof(float));      // GridBlur1
            result += (ulong)(GridNodeCount * sizeof(float));      // MassCopy
            result += (ulong)(GridNodeCount * 2 * sizeof(int));    // IndexGrid
            result += (ulong)(GridNodeCount * sizeof(int));        // VertexIDGrid
            result += (ulong)(GridNodeCount * 4 * sizeof(float));  // VertexBuffer
            result += (ulong)(GridNodeCount * sizeof(uint));       // QuadBuffer
            result += (ulong)(GridNodeCount * (sizeof(uint) * 4)); // VertexProperties
            result += (ulong)(GridNodeCount * 2 * sizeof(float));  // GridNormalTexture
            result += (ulong)(GridNodeCount * sizeof(float) / 2);  // DensityTexture
            result += (ulong)(GridNodeCount * sizeof(float) / 2);  // VelocityTexture

            return result;
        }

        /// <summary>
        ///     Initializes liquid simulation resources.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is automatically called in <c>OnEnable()</c> if not in edit mode.
        ///         To run liquid simulation in edit mode, you need to call it manually.
        ///     </para>
        ///     <para>
        ///         On success, sets <see cref="Initialize"/> to true.
        ///     </para>
        ///     <para>
        ///         On fail, cleans up simulation resources and throws an <c>Exception</c>.
        ///     </para>
        ///     <para>
        ///         Initialization allocates GPU resources,
        ///         so calling this at runtime may cause stutter.
        ///         Prefer to initialize liquid on scene load.
        ///     </para>
        ///     <para>
        ///         Has no effect if liquid is already initialized.
        ///     </para>
        /// </remarks>
        public void InitializeSimulation()
        {
            if (Initialized)
            {
                return;
            }

            try
            {
#if UNITY_IOS
                if (SystemInfo.graphicsDeviceName == "Apple iOS simulator GPU")
                {
                    throw new Exception("Zibra Liquids doesn't support iOS simulator. " + "Liquid was disabled.");
                }
#endif

#if !ZIBRA_EFFECTS_NO_LICENSE_CHECK && UNITY_EDITOR
                if (!ServerAuthManager.GetInstance().IsLicenseVerified(ServerAuthManager.Effect.Liquids))
                {
                    string errorMessage =
                        "License wasn't verified. " +
                        ServerAuthManager.GetInstance().GetErrorMessage(ServerAuthManager.Effect.Liquids) +
                        " Liquid won't run in editor.";
                    throw new Exception(errorMessage);
                }
#endif

                // Copy Rendering Mode to internal variable to prevent user from modifying it during liquid lifetime
                ActiveRenderingMode = CurrentRenderingMode;

#if UNITY_PIPELINE_HDRP
                if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
                {
                    bool missingRequiredParameter = false;

                    if (CustomLightHDRP == null && ActiveRenderingMode != RenderingMode.UnityRender)
                    {
                        Debug.LogError("No Custom Light set in Zibra Liquid.");
                        missingRequiredParameter = true;
                    }

                    if (ReflectionProbeHDRP == null && ActiveRenderingMode != RenderingMode.UnityRender)
                    {
                        Debug.LogError("No reflection probe added to Zibra Liquid.");
                        missingRequiredParameter = true;
                    }

                    if (missingRequiredParameter)
                    {
                        throw new Exception("Liquid creation failed due to missing parameter.");
                    }
                }
#endif

                ValidateColliders();
                ValidateManipulators();

                if (InitialState == ZibraLiquid.InitialStateType.NoParticles || BakedInitialStateAsset == null)
                {
                    bool haveEmitter = false;
                    foreach (var manipulator in Manipulators)
                    {
                        if (manipulator.GetManipulatorType() == Manipulator.ManipulatorType.Emitter &&
                            manipulator.GetComponent<SDFObject>() != null)
                        {
                            haveEmitter = true;
                            break;
                        }
                    }

                    if (!haveEmitter)
                    {
                        throw new Exception(
                            "Liquid creation failed. Liquid have neither initial state nor emitters, or all emitters missing SDF component.");
                    }
                }

                Camera.onPreRender += RenderCallBackWrapper;

                SolverCommandBuffer = new CommandBuffer { name = "ZibraLiquid.Solver" };

                CurrentInstanceID = NextInstanceId++;

                ForceCloseCommandEncoder(SolverCommandBuffer);
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.CreateFluidInstance);
                Graphics.ExecuteCommandBuffer(SolverCommandBuffer);
                SolverCommandBuffer.Clear();

                InitializeParticles();

                var initializeGPUReadbackParamsBridgeParams = new InitializeGPUReadbackParams();
                UInt32 manipSize = (UInt32)ManipulatorManager.Elements * STATISTICS_PER_MANIPULATOR * sizeof(Int32);
                initializeGPUReadbackParamsBridgeParams.readbackBufferSize = sizeof(Int32) + manipSize;
                switch (SystemInfo.graphicsDeviceType)
                {
                case GraphicsDeviceType.Direct3D11:
                case GraphicsDeviceType.XboxOne:
                case GraphicsDeviceType.Switch:
#if UNITY_2020_3_OR_NEWER
                case GraphicsDeviceType.Direct3D12:
                case GraphicsDeviceType.XboxOneD3D12:
#endif
                    initializeGPUReadbackParamsBridgeParams.maxFramesInFlight = QualitySettings.maxQueuedFrames + 1;
                    break;
                default:
                    initializeGPUReadbackParamsBridgeParams.maxFramesInFlight = (int)MaxFramesInFlight;
                    break;
                }

                IntPtr nativeCreateInstanceBridgeParams =
                    Marshal.AllocHGlobal(Marshal.SizeOf(initializeGPUReadbackParamsBridgeParams));
                Marshal.StructureToPtr(initializeGPUReadbackParamsBridgeParams, nativeCreateInstanceBridgeParams, true);

                SolverCommandBuffer.Clear();
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.InitializeGpuReadback,
                                                 nativeCreateInstanceBridgeParams);
                Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

                ToFreeOnExit.Add(nativeCreateInstanceBridgeParams);

                InitializeSolver();

                Initialized = true;

#if UNITY_EDITOR
                ZibraLiquidAnalytics.TrackSimulationInitialization(this);
#endif
            }
            catch (Exception)
            {
                ClearRendering();
                ClearSolver();
                throw;
            }
        }

        /// <summary>
        ///     Releases liquid simulation resources.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         This is automatically called in <c>OnDisable()</c>.
        ///         When running liquid simulation in edit mode,
        ///         you may want to call it manually.
        ///     </para>
        ///     <para>
        ///         Sets <see cref="Initialize"/> to false.
        ///     </para>
        ///     <para>
        ///         Releases GPU resources and so frees up VRAM.
        ///     </para>
        ///     <para>
        ///         Has no effect if liquid is not initialized.
        ///     </para>
        /// </remarks>
        public void ReleaseSimulation()
        {
            if (!Initialized)
            {
                return;
            }

            ClearRendering();
            ClearSolver();
            Initialized = false;

            // If ZibraLiquid object gets disabled/destroyed
            // We still may need to do cleanup few frames later
            // So we create new gameobject which allows us to run cleanup code
            ZibraLiquidGPUGarbageCollector.CreateGarbageCollector();
        }

        /// <summary>
        ///     Runs liquid simulation.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         You don't need to call it manually, unless you want to run liquid in edit mode.
        ///         In play mode it's called automatically in <c>Update</c> or <c>FixedUpdate</c>
        ///         depending on <see cref="UseFixedTimestep"/>
        ///     </para>
        ///     <para>
        ///         Executes <see cref="SimulationIterationsPerFrame"/> number of liquid simulation iterations.
        ///     </para>
        /// </remarks>
        public void UpdateSimulation(float deltaTime)
        {
            UpdateUnityRender();
            UpdateNativeRenderParams();

            if (!IsSimulationEnabled())
            {
                return;
            }

            Timestep =
                Math.Min(SimulationTimeScale * deltaTime / (float)SimulationIterationsPerFrame, MaxAllowedTimestep);

            for (var i = 0; i < SimulationIterationsPerFrame; i++)
            {
                StepPhysics();
            }

            SolverCommandBuffer.Clear();
            // copy grid data to 3d texture for rendering after physics steps
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

#if UNITY_EDITOR
            NotifyChange();
#endif
        }

        /// <summary>
        ///     Updates Mesh object used for Unity Render.
        /// </summary>
        /// <remarks>
        ///     <para>
        ///         In case <see cref="CurrentRenderingMode"/> is set to Unity Render mode,
        ///         creates or enabled mesh used for it.
        ///         Otherwise disabled that mesh (if it exists).
        ///     </para>
        ///     <para>
        ///         If you set <see cref="CurrentRenderingMode"/> to Unity Render mode via script,
        ///         you may want to call this method so make liquid create liquid mesh used for rendering,
        ///         so you can configure that newly created object.
        ///     </para>
        ///     <para>
        ///         Executes <see cref="SimulationIterationsPerFrame"/> number of liquid simulation iterations.
        ///     </para>
        /// </remarks>
        /// <returns>
        ///     GameObject used for Unity Render, or null if it doesn't exist.
        ///     In case <see cref="CurrentRenderingMode"/> is set to Unity Render mode,
        ///     valid GameObject is always returned.
        ///     Otherwise object may be returned if it was created previously.
        /// </returns>
        public GameObject UpdateUnityRender()
        {
            // This function can be called independently of whether liquid is initialized or not
            // So need special care when querying rendering mode
            RenderingMode effectiveRenderingMode = CurrentRenderingMode;
            if (Initialized)
            {
                effectiveRenderingMode = ActiveRenderingMode;
            }

            if (effectiveRenderingMode == RenderingMode.UnityRender)
            {
                Transform meshTransform = transform.Find("ZibraLiquidMesh");

                if (meshTransform == null)
                {
                    GameObject obj = new GameObject();
                    obj.name = "ZibraLiquidMesh";
                    meshTransform = obj.transform;
                    meshTransform.SetParent(transform, false);
                }

                GameObject meshObject = meshTransform.gameObject;

                // Add renderer components if not present
                if (meshObject.GetComponent<MeshFilter>() == null)
                {
                    meshObject.AddComponent(typeof(MeshFilter));
                }

                if (meshObject.GetComponent<MeshRenderer>() == null)
                {
                    meshObject.AddComponent(typeof(MeshRenderer));
                    MeshRenderer meshRenderer = meshObject.GetComponent<MeshRenderer>();
                    meshRenderer.material = new Material(Shader.Find("Diffuse"));
                    meshRenderer.enabled = true;
                }
                else
                {
                    MeshRenderer meshRenderer = meshObject.GetComponent<MeshRenderer>();
                    meshRenderer.enabled = true;
                }

                MeshFilter meshFilter = meshObject.GetComponent<MeshFilter>();
                if (meshFilter.sharedMesh != LiquidMesh)
                {
                    meshFilter.sharedMesh = LiquidMesh;
                }

                meshObject.SetActive(RunRendering);

                return meshObject;
            }
            else
            {
                Transform meshTransform = transform.Find("ZibraLiquidMesh");

                if (meshTransform == null)
                    return null;

                GameObject meshObject = meshTransform.gameObject;
                meshObject.SetActive(false);
                return meshObject;
            }
        }

#if UNITY_EDITOR
        /// <summary>
        ///     (Editor only) Validates liquid parameters and fixes them as needed.
        /// </summary>
        public void OnValidate()
        {
            transform.rotation = Quaternion.identity;
            transform.localScale = Vector3.one;

            switch (CurrentRenderingMode)
            {
            case RenderingMode.MeshRender:
            case RenderingMode.UnityRender:
                break;
            default:
                CurrentRenderingMode = RenderingMode.MeshRender;
                UnityEditor.EditorUtility.SetDirty(this);
                break;
            }

            ContainerSize[0] = Math.Max(ContainerSize[0], 1e-3f);
            ContainerSize[1] = Math.Max(ContainerSize[1], 1e-3f);
            ContainerSize[2] = Math.Max(ContainerSize[2], 1e-3f);

            UpdateSimulationConstants();

            if (GetComponent<ZibraLiquidMaterialParameters>() == null)
            {
                gameObject.AddComponent<ZibraLiquidMaterialParameters>();
                UnityEditor.EditorUtility.SetDirty(this);
            }

            if (GetComponent<ZibraLiquidSolverParameters>() == null)
            {
                gameObject.AddComponent<ZibraLiquidSolverParameters>();
                UnityEditor.EditorUtility.SetDirty(this);
            }

            if (GetComponent<ZibraLiquidAdvancedRenderParameters>() == null)
            {
                gameObject.AddComponent<ZibraLiquidAdvancedRenderParameters>();
                UnityEditor.EditorUtility.SetDirty(this);
            }

            if (GetComponent<ZibraManipulatorManager>() == null)
            {
                gameObject.AddComponent<ZibraManipulatorManager>();
                UnityEditor.EditorUtility.SetDirty(this);
            }

            ValidateColliders();
            ValidateManipulators();

            if (BakedInitialStateAsset)
            {
                int bakedLiquidHeader = BitConverter.ToInt32(BakedInitialStateAsset.bytes, 0);
                if (!IsValidBakedLiquidHeader(bakedLiquidHeader))
                {
                    BakedInitialStateAsset = null;
                    UnityEditor.EditorUtility.SetDirty(this);
                }
            }
        }

        /// <summary>
        ///     (Editor only) Save current simulation state
        /// </summary>
        public BakedInitialState SerializeCurrentLiquidState()
        {
            int[] ParticleNumberArray = new int[1];
            ParticleNumber.GetData(ParticleNumberArray, 0, 0, 1);

            BakedInitialState initialStateData = new BakedInitialState();

            initialStateData.ParticleCount = ParticleNumberArray[0];

            int currentAffineIndex = 1 - LiquidBridge.ZibraLiquid_GetCurrentAffineBufferIndex(CurrentInstanceID);

            InitialState = InitialStateType.BakedLiquidState;
            Array.Resize(ref initialStateData.Positions, initialStateData.ParticleCount);
            PositionMass.GetData(initialStateData.Positions);
            Array.Resize(ref initialStateData.AffineVelocity, 4 * initialStateData.ParticleCount);
            Affine[currentAffineIndex].GetData(initialStateData.AffineVelocity);

            return initialStateData;
        }
#endif
#endregion
#endregion
#region Deprecated
        /// @cond SHOW_DEPRECATED
#region Properties
#pragma warning disable 0067
        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("onChanged is deprecated. Please use OnChanged.", true)]
        public event Action onChanged;
#pragma warning restore 0067

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("color0 is deprecated. Please use Color0.", true)]
        [NonSerialized]
        public RenderTexture color0;

        [NonSerialized]
        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("color1 is deprecated. Please use Color1.", true)]
        public RenderTexture color1;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("color2 is deprecated. Please use Color2.", true)]
        [NonSerialized]
        public RenderTexture color2;
        [NonSerialized]

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("upscaleColor is deprecated. Please use UpscaleColor.", true)]
        public RenderTexture upscaleColor;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("depth is deprecated. Please use Depth.", true)]
        [NonSerialized]
        public RenderTexture depth;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("timestep is deprecated. Please use Timestep.", true)]
        [NonSerialized]
        public float timestep;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("simulationInternalTime is deprecated. Please use SimulationInternalTime.", true)]
        [NonSerialized]
        public float simulationInternalTime;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("simulationInternalFrame is deprecated. Please use SimulationInternalFrame.", true)]
        [NonSerialized]
        public int simulationInternalFrame;

        /// @deprecated
        /// Only used for backwards compatibility
        [NonSerialized]
        [Obsolete(
            "reflectionProbe is deprecated. Use ReflectionProbeBRP or ReflectionProbeHDRP instead depending on your Rendering Pipeline (URP uses ReflectionProbeBRP).",
            true)]
        public ReflectionProbe reflectionProbe;

#if UNITY_PIPELINE_HDRP
        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("reflectionProbeHDRP is deprecated. Please use ReflectionProbeHDRP.", true)]
        [NonSerialized]
        public HDProbe reflectionProbeHDRP;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("customLightHDRP is deprecated. Please use CustomLightHDRP.", true)]
        [NonSerialized]
        public Light customLightHDRP;
#endif // UNITY_PIPELINE_HDRP

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("reflectionProbeSRP is deprecated. Please use ReflectionProbeBRP.", true)]
        [NonSerialized]
        public ReflectionProbe reflectionProbeSRP;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("timeStepMax is deprecated. Please use MaxAllowedTimestep.", true)]
        [NonSerialized]
        public float timeStepMax;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("maxFramesInFlight is deprecated. Please use MaxFramesInFlight.", true)]
        [NonSerialized]
        public UInt32 maxFramesInFlight;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("simTimePerSec is deprecated. Please use SimulationTimeScale.", true)]
        [NonSerialized]
        public float simTimePerSec;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("activeParticleNumber is deprecated. Please use CurrentParticleNumber.", true)]
        [NonSerialized]
        public int activeParticleNumber;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("iterationsPerFrame is deprecated. Please use SimulationIterationsPerFrame.", true)]
        [NonSerialized]
        public int iterationsPerFrame;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("CellSize is deprecated. Please use NodeSize.", true)]
        [NonSerialized]
        public float CellSize;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("gridResolution is deprecated. Please use GridResolution.", true)]
        [NonSerialized]
        public int gridResolution;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("runSimulation is deprecated. Please use RunSimulation.", true)]
        [NonSerialized]
        public bool runSimulation;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("runRendering is deprecated. Please use RunRendering.", true)]
        [NonSerialized]
        public bool runRendering;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("visualizeSceneSDF is deprecated. Please use VisualizeSceneSDF.", true)]
        [NonSerialized]
        public bool visualizeSceneSDF;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("solverParameters is deprecated. Please use SolverParameters.", true)]
        [NonSerialized]
        public ZibraLiquidSolverParameters solverParameters;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("materialParameters is deprecated. Please use MaterialParameters.", true)]
        [NonSerialized]
        public ZibraLiquidSolverParameters materialParameters;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("renderingParameters is deprecated. Please use AdvancedRenderParameters.", true)]
        [NonSerialized]
        public ZibraLiquidAdvancedRenderParameters renderingParameters;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("containerSize is deprecated. Please use ContainerSize.", true)]
        [NonSerialized]
        public Vector3 containerSize;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("initialized is deprecated. Please use Initialized.", true)]
        [NonSerialized]
        public bool initialized;

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("useFixedTimestep is deprecated. Please use UseFixedTimestep.", true)]
        [NonSerialized]
        public bool useFixedTimestep = false;
#endregion
#region Methods
        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("Init is deprecated. Please use InitializeSimulation.", true)]
        public void Init()
        {
        }

        /// @deprecated
        /// Only used for backwards compatibility
        [Obsolete("StopSolver is deprecated. Please use ReleaseSimulation.", true)]
        public void StopSolver()
        {
        }
#endregion
        /// @endcond
#endregion
#region Implementation details
#region Interop structures
        [StructLayout(LayoutKind.Sequential)]
        private class UnityTextureBridge
        {
            public IntPtr texture;
            public LiquidBridge.TextureFormat format;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class RegisterParticlesBuffersBridgeParams
        {
            public IntPtr PositionMass;
            public IntPtr AffineVelocity0;
            public IntPtr AffineVelocity1;
            public IntPtr ParticleNumber;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class InitializeGPUReadbackParams
        {
            public UInt32 readbackBufferSize;
            public Int32 maxFramesInFlight;
        }

        [StructLayout(LayoutKind.Sequential)]
        private struct TextureUploadData
        {
            public IntPtr data;
            public Int32 dataSize;
            public Int32 rowPitch;
            public Int32 dimensionX;
            public Int32 dimensionY;
            public Int32 dimensionZ;
        };

        [StructLayout(LayoutKind.Sequential)]
        private class RegisterManipulatorsBridgeParams
        {
            public Int32 ManipulatorNum;
            public IntPtr ManipulatorBufferDynamic;
            public IntPtr SDFObjectBuffer;
            public IntPtr ManipulatorBufferStatistics;
            public IntPtr ManipulatorParams;
            public Int32 SDFObjectCount;
            public IntPtr SDFObjectData;
            public IntPtr ManipIndices;
            public UnityTextureBridge EmbeddingsTexture;
            public UnityTextureBridge SDFGridTexture;
            public UnityTextureBridge HeightmapTexture;
            public TextureUploadData EmbeddigsData;
            public TextureUploadData SDFGridData;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class RegisterSolverBuffersBridgeParams
        {
            public IntPtr SimulationParams;
            public IntPtr PositionMassCopy;
            public IntPtr GridData;
            public IntPtr IndexGrid;
            public IntPtr GridBlur0;
            public IntPtr GridBlur1;
            public IntPtr MassCopy;
            public IntPtr TmpSDFBuff;
            public IntPtr GridNormal;
            public IntPtr NodeParticlePairs0;
            public IntPtr NodeParticlePairs1;
            public IntPtr RadixGroupData1;
            public IntPtr RadixGroupData2;
            public IntPtr RadixGroupData3;
            public IntPtr Counters;
            public IntPtr VertexIDGrid;
            public IntPtr VertexBuffer0;
            public IntPtr VertexBuffer1;
            public IntPtr QuadBuffer;
            public IntPtr TransferDataBuffer;
            public IntPtr MeshRenderIndexBuffer;
            public IntPtr ParticleSpeciesData;
            public Int32 ParticleSpeciesCount;
            public IntPtr UnityMeshVertexBuffer;
            public IntPtr UnityMeshIndexBuffer;
            public IntPtr VertexData;
            public UnityTextureBridge GridNormals;
            public UnityTextureBridge GridDensity;
            public UnityTextureBridge GridVelocity;
            public IntPtr EffectParticleData0;
            public IntPtr EffectParticleData1;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class RegisterRenderResourcesBridgeParams
        {
            public UnityTextureBridge Depth;
            public UnityTextureBridge Color0;
            public UnityTextureBridge Color1;
            public UnityTextureBridge Color2;
            public UnityTextureBridge SceneDepth;
            public UnityTextureBridge ParticlesRT;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class CameraParams
        {
            public Matrix4x4 View;
            public Matrix4x4 Projection;
            public Matrix4x4 ProjectionInverse;
            public Matrix4x4 ViewProjection;
            public Matrix4x4 ViewProjectionInverse;
            public Matrix4x4 EyeRayCameraCoeficients;
            public Vector3 WorldSpaceCameraPos;
            public Int32 CameraID;
            public Vector4 ZBufferParams;
            public Vector2 CameraResolution;
            public Single CameraDownscaleFactor;
            private Single CameraParamsPadding1;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class MeshRenderGlobalParams
        {
            public Vector2 RenderingParameterPadding1;
            public Int32 DisableRaymarch;
            public Single LiquidIOR;

            public Single RayMarchIsoSurface;
            public Int32 UnderwaterRender;
            public Single RayMarchStepSize;
            public Single RayMarchStepFactor;

            public Int32 RayMarchMaxSteps;
            public Int32 TwoBouncesEnabled;
            public Vector2Int RayMarchResolution;

            public Single FoamingIntensity;
            public Single FoamingDecay;
            public Single FoamingThreshold;
            public Single FoamBrightness;

            public Vector4 Absorption;

            public Single FoamMotionBlur;
            public Single FoamSize;
            public Single FoamDiffusion;
            public Single FoamSpawning;

            public Single FoamingDecaySmoothness;
            public Single FoamingOcclusionDistance;
            public Single SimulationParamPadding2;
            public Single SimulationParamPadding3;
        };

        [StructLayout(LayoutKind.Sequential)]
        private class RenderParams
        {
            public Single BlurRadius;
            public Single RenderParamsPadding1;
            public Single NeuralSamplingDistance;
            public Single SDFDebug;

            public Int32 RenderingMode;
            public Int32 VertexOptimizationIterations;
            public Int32 MeshOptimizationIterations;
            public Single DualContourIsoValue;

            public Single MeshOptimizationStep;
            public Single CameraDensity;
            public Int32 MaxVertexBufferSize;
            public Int32 MaxIndexBufferSize;

            public Vector3 RenderParamsContainerPos;
            public float RenderParams_space0;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class SimulationParams
        {
            public Vector3 GridSize;
            public Int32 ParticleCount;

            public Vector3 ContainerScale;
            public Int32 NodeCount;

            public Vector3 SimulationParamsContainerPos;
            public Single TimeStep;

            public Int32 SimulationFrame;
            public Single DensityBlurRadius;
            public Single LiquidIsosurfaceThreshold;
            public Single VertexOptimizationStep;

            public Vector3 ParticleTranslation;
            public Single GlobalVelocityLimit;

            public Single MinimumVelocity;
            public Single BlurNormalizationConstant;
            public Int32 MaxParticleCount;
            public Int32 VisualizeSDF;

            public Single SimulationTime;
            public Single FoamBuoyancy;
            public Int32 ParticleSpeciesCount;
            public Single SimulationParameterPadding;

            public Int32 MaxEffectParticleCount;
            public Int32 FoamParticleLifetime;
            public Single padding0;
            public Int32 EnableContainerMovementFeedback;

            public Int32 EnableFoam;
            public Single SimulationParamPadding1;
            public Single SimulationParamPadding2;
            public Single SimulationParamPadding3;
        }

        [StructLayout(LayoutKind.Sequential)]
        private class ParticleSpeciesParameters
        {
            public Vector3 Gravity;
            public Single AffineAmmount;

            public Single LiquidStiffness;
            public Single RestDensity;
            public Single SurfaceTension;
            public Single AffineDivergenceDecay;

            public Vector3 Material;
            public Single VelocityLimit;
        }

#endregion
        private RenderTexture DepthTexture;

        internal const int MPM_THREADS = 256;
        internal const int STATISTICS_PER_MANIPULATOR = 8;
        private const int RADIX_THREADS = 128;
        private const int HISTO_WIDTH = 32;
        private const int DEPTH_COPY_WORKGROUP = 16;
        private const int ADDITIONAL_VERTICES = 3000;

        private static int NextInstanceId = 0;

        private int CopyDepthID;

#if ZIBRA_EFFECTS_PROFILING_ENABLED
        [NonSerialized]
        internal LiquidBridge.DebugTimestampItem[] DebugTimestampsItems = new LiquidBridge.DebugTimestampItem[100];
#endif

        internal struct MaterialPair
        {
            public Material CurrentMaterial;
            public Material SharedMaterial;

            // Returns true if dirty
            public bool SetMaterial(Material mat)
            {
                if (SharedMaterial != mat)
                {
                    CurrentMaterial = (mat != null ? Material.Instantiate(mat) : null);
                    SharedMaterial = mat;
                    return true;
                }
                return false;
            }
        }

        internal class CameraResources
        {
            public RenderTexture Background;
            public MaterialPair LiquidMaterial;
            public MaterialPair UpscaleMaterial;
            public MaterialPair SDFRenderMaterial;
            public bool IsDirty = true;
        }

        private enum GraphicsBufferType
        {
            Vertex,
            Index
        }

        private GraphicsBuffer CreateGraphicsBuffer(GraphicsBufferType type, int count, int stride)
        {
            // Unity 2019 don't have UAV in graphics buffers
            // So we have to create them internally
#if UNITY_2020_1_OR_NEWER
            return new GraphicsBuffer(type == GraphicsBufferType.Vertex
                                          ? GraphicsBuffer.Target.Raw | GraphicsBuffer.Target.Vertex
                                          : GraphicsBuffer.Target.Raw | GraphicsBuffer.Target.Index,
                                      count, stride);
#else
            return null;
#endif
        }

        // We need to keep MaxFoamParticlesCount constant during runtime so we cache it on solver init and null on stop
        private int MaxFoamParticles = 0;
        private ZibraLiquidSolverParameters SolverParametersInternal;
        private ZibraLiquidMaterialParameters MaterialParametersInternal;
        private ZibraLiquidAdvancedRenderParameters AdvancedRenderParametersInternal;

        private ZibraManipulatorManager ManipulatorManagerInternal;
        internal ZibraManipulatorManager ManipulatorManager
        {
            get {
                if (ManipulatorManagerInternal == null)
                {
                    ManipulatorManagerInternal = gameObject.GetComponent<ZibraManipulatorManager>();
                    if (ManipulatorManagerInternal == null)
                    {
                        ManipulatorManagerInternal = gameObject.AddComponent<ZibraManipulatorManager>();
#if UNITY_EDITOR
                        UnityEditor.EditorUtility.SetDirty(this);
#endif
                    }
                }
                return ManipulatorManagerInternal;
            }
        }

        [NonSerialized]
        private Vector2Int CurrentTextureResolution = new Vector2Int(0, 0);

        // List of all cameras we have added a command buffer to
        private readonly Dictionary<Camera, CommandBuffer> CameraCBs = new Dictionary<Camera, CommandBuffer>();

        // Each camera needs its own resources
        private List<Camera> Cameras = new List<Camera>();

        internal Dictionary<Camera, IntPtr> CamNativeParams = new Dictionary<Camera, IntPtr>();
        private Dictionary<Camera, IntPtr> CamMeshRenderParams = new Dictionary<Camera, IntPtr>();
        private Dictionary<Camera, Vector2Int> CamRenderResolutions = new Dictionary<Camera, Vector2Int>();
        private Dictionary<Camera, Vector2Int> CamNativeResolutions = new Dictionary<Camera, Vector2Int>();
        internal Dictionary<Camera, CameraResources> CameraResourcesMap = new Dictionary<Camera, CameraResources>();

        private CameraParams CameraRenderParams;
        private MeshRenderGlobalParams MeshRenderGlobalParamsContainer;
        private RenderParams RenderParamsContainer;

#if ZIBRA_EFFECTS_PROFILING_ENABLED
        [NonSerialized]
        public uint DebugTimestampsItemsCount = 0;
#endif

        private SimulationParams LiquidParameters;
        private ComputeBuffer GridData;
        private ComputeBuffer IndexGrid;
        private ComputeBuffer GridNormal;
        private Texture3D SDFGridTexture;
        private Texture3D EmbeddingsTexture;
        private ComputeBuffer PositionMassCopy;
        private ComputeBuffer GridBlur0;
        private ComputeBuffer GridBlur1;
        private ComputeBuffer MassCopy;
        private ComputeBuffer TmpSDFBuff;
        private ComputeBuffer NodeParticlePairs0;
        private ComputeBuffer NodeParticlePairs1;
        private ComputeBuffer EffectParticleData0;
        private ComputeBuffer EffectParticleData1;
        private ComputeBuffer RadixGroupData1;
        private ComputeBuffer RadixGroupData2;
        private ComputeBuffer RadixGroupData3;
        private ComputeBuffer DynamicManipulatorData;
        private ComputeBuffer SDFObjectData;
        private ComputeBuffer ManipulatorStatistics;
        private ComputeBuffer ParticleSpeciesData;
        private CommandBuffer SolverCommandBuffer;
        private List<IntPtr> ToFreeOnExit = new List<IntPtr>();
        private RenderingMode ActiveRenderingMode = RenderingMode.MeshRender;
        private CameraEvent ActiveInjectionPoint = CameraEvent.AfterSkybox;

        private IntPtr NativeManipData;
        private IntPtr NativeSDFData;
        private IntPtr NativeFluidData;
        private IntPtr NativeSolverData;

        [SerializeField]
        [FormerlySerializedAs("sdfColliders")]
        private List<ZibraLiquidCollider> SDFColliders = new List<ZibraLiquidCollider>();

        [SerializeField]
        [FormerlySerializedAs("manipulators")]
        private List<Manipulator> Manipulators = new List<Manipulator>();

#if UNITY_PIPELINE_HDRP
        private LiquidHDRPRenderComponent HDRPRenderer;
#endif // UNITY_PIPELINE_HDRP

        private IntPtr GetNativePtr(ComputeBuffer buffer)
        {
            return buffer == null ? IntPtr.Zero : buffer.GetNativeBufferPtr();
        }

        private IntPtr GetNativePtr(GraphicsBuffer buffer)
        {
            return buffer == null ? IntPtr.Zero : buffer.GetNativeBufferPtr();
        }

        private IntPtr GetNativePtr(RenderTexture texture)
        {
            return texture == null ? IntPtr.Zero : texture.GetNativeTexturePtr();
        }

        private IntPtr GetNativePtr(Texture3D texture)
        {
            return texture == null ? IntPtr.Zero : texture.GetNativeTexturePtr();
        }

        internal bool IsRenderingEnabled()
        {
            // We need at least 2 simulation frames before we can start rendering
            return Initialized && RunRendering && (SimulationInternalFrame > 1) &&
                   (ActiveRenderingMode != RenderingMode.UnityRender || VisualizeSceneSDF);
        }

        private bool IsSimulationEnabled()
        {
            // We need at least 2 simulation frames before we can start rendering
            // So we need to always simulate first 2 frames
            return Initialized && (RunSimulation || (SimulationInternalFrame <= 2));
        }

        private void SetupScriptableRenderComponent()
        {
#if UNITY_PIPELINE_HDRP
#if UNITY_EDITOR
            if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
            {
                HDRPRenderer = gameObject.GetComponent<LiquidHDRPRenderComponent>();
                if (HDRPRenderer != null && HDRPRenderer.customPasses.Count == 0)
                {
                    DestroyImmediate(HDRPRenderer);
                    HDRPRenderer = null;
                }
                if (HDRPRenderer == null)
                {
                    HDRPRenderer = gameObject.AddComponent<LiquidHDRPRenderComponent>();
                    HDRPRenderer.injectionPoint = CustomPassInjectionPoint.BeforePreRefraction;
                    HDRPRenderer.AddPassOfType(typeof(LiquidHDRPRenderComponent.FluidHDRPRender));
                    LiquidHDRPRenderComponent.FluidHDRPRender renderer =
                        HDRPRenderer.customPasses[0] as LiquidHDRPRenderComponent.FluidHDRPRender;
                    renderer.name = "ZibraLiquidRenderer";
                    renderer.liquid = this;
                }
            }
#endif
#endif // UNITY_PIPELINE_HDRP
        }

        private void ForceCloseCommandEncoder(CommandBuffer cmdList)
        {
#if UNITY_EDITOR_OSX || (!UNITY_EDITOR && UNITY_STANDALONE_OSX) || (!UNITY_EDITOR && UNITY_IOS)
            // Unity bug workaround
            // For whatever reason, Unity sometimes doesn't close command encoder when we request it from native plugin
            // So when we try to start our command encoder with active encoder already present it leads to crash
            // This happens when scene have Terrain (I still have no idea why)
            // So we force change command encoder like that, and this one closes gracefully
            if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
            {
                cmdList.DispatchCompute(MaterialParameters.NoOpCompute, 0, 1, 1, 1);
            }
#endif
        }

        private UnityTextureBridge MakeTextureNativeBridge(RenderTexture texture)
        {
            var unityTextureBridge = new UnityTextureBridge();
            if (texture != null)
            {
                unityTextureBridge.texture = GetNativePtr(texture);
                unityTextureBridge.format = LiquidBridge.ToBridgeTextureFormat(texture.graphicsFormat);
            }
            else
            {
                unityTextureBridge.texture = IntPtr.Zero;
                unityTextureBridge.format = LiquidBridge.TextureFormat.None;
            }

            return unityTextureBridge;
        }

        private UnityTextureBridge MakeTextureNativeBridge(Texture3D texture)
        {
            var unityTextureBridge = new UnityTextureBridge();
            unityTextureBridge.texture = GetNativePtr(texture);
            unityTextureBridge.format = LiquidBridge.ToBridgeTextureFormat(texture.graphicsFormat);

            return unityTextureBridge;
        }

        void OnDrawGizmosInternal(bool isSelected)
        {
            if (!enabled)
            {
                return;
            }

            Gizmos.color = Color.yellow;
            if (!isSelected)
            {
                Gizmos.color = new Color(Gizmos.color.r, Gizmos.color.g, Gizmos.color.b, Gizmos.color.a * 0.5f);
            }

            Gizmos.DrawWireCube(transform.position, ContainerSize);

            Gizmos.color = new Color(0.2f, 0.8f, 0.8f);
            if (!isSelected)
            {
                Gizmos.color = new Color(Gizmos.color.r, Gizmos.color.g, Gizmos.color.b, Gizmos.color.a * 0.5f);
            }

            Vector3 voxelSize =
                new Vector3(ContainerSize.x / GridSize.x, ContainerSize.y / GridSize.y, ContainerSize.z / GridSize.z);
            const int GizmosVoxelCubeSize = 2;
            for (int i = -GizmosVoxelCubeSize; i <= GizmosVoxelCubeSize; i++)
                for (int j = -GizmosVoxelCubeSize; j <= GizmosVoxelCubeSize; j++)
                    for (int k = -GizmosVoxelCubeSize; k <= GizmosVoxelCubeSize; k++)
                        Gizmos.DrawWireCube(transform.position +
                                                new Vector3(i * voxelSize.x, j * voxelSize.y, k * voxelSize.z),
                                            voxelSize);
        }

        private void OnDrawGizmosSelected()
        {
            OnDrawGizmosInternal(true);
        }

        private void OnDrawGizmos()
        {
            OnDrawGizmosInternal(false);
        }

        private void Awake()
        {
            SetupScriptableRenderComponent();
        }

        private void OnEnable()
        {
#if UNITY_EDITOR
            foreach (var manipulator in Manipulators)
            {
                if (manipulator is ZibraLiquidEmitter)
                {
                    ZibraLiquidEmitter emitter = manipulator as ZibraLiquidEmitter;
                    if (emitter.InitialVelocity.magnitude > SolverParameters.MaximumVelocity)
                    {
                        Debug.LogWarning("Too high velocity magnitude " + emitter.InitialVelocity.magnitude +
                                         " on emitter '" + emitter.name + "'. Liquid instance '" + this.name +
                                         "' MaximumVelocity is " + SolverParameters.MaximumVelocity);
                    }
                }
            }
#endif

            SetupScriptableRenderComponent();

            AllFluids?.Add(this);

            UpdateUnityRender();

#if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                return;
            }
#endif

            InitializeSimulation();
        }

        private void InitializeParticles()
        {
            UpdateSimulationConstants();

            LiquidParameters = new SimulationParams();

            NativeFluidData = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(SimulationParams)));
            NativeSolverData = Marshal.AllocHGlobal((SolverParameters.AdditionalParticleSpecies.Count +
                                                     ZibraLiquidSolverParameters.MAX_RUNTIME_ADDED_SPECIES) *
                                                    Marshal.SizeOf(typeof(ParticleSpeciesParameters)));

            var numParticlesRounded =
                (int)Math.Ceiling((double)MaxNumParticles / MPM_THREADS) * MPM_THREADS; // round to workgroup size

            PositionMass = new ComputeBuffer(MaxNumParticles, 4 * sizeof(float));
            Affine = new ComputeBuffer[2];
            Affine[0] = new ComputeBuffer(4 * numParticlesRounded, 2 * sizeof(int));
            Affine[1] = new ComputeBuffer(4 * numParticlesRounded, 2 * sizeof(int));
            ParticleNumber = new ComputeBuffer(128, sizeof(int));
            int[] particleNumberInitialData = new int[128];
            ParticleNumber.SetData(particleNumberInitialData);

#if ZIBRA_EFFECTS_DEBUG
            PositionMass.name = "PositionMass";
            Affine[0].name = "Affine0";
            Affine[1].name = "Affine1";
            ParticleNumber.name = "ParticleNumber";
#endif

            // We mush apply state before we send buffers to native plugin
            // SetData seems to recreate buffers, at least on Metal
            ApplyInitialState();

            int[] Pnums = new int[128];
            for (int i = 0; i < 128; i++)
            {
                Pnums[i] = 0;
            }

            ParticleNumber.SetData(Pnums);

            ManipulatorManager.UpdateConst(Manipulators, SDFColliders);

            ManipulatorManager.HeightmapCountSqrt = (int)Mathf.Ceil(Mathf.Sqrt(ManipulatorManager.HeightmapCount));
            ManipulatorManager.HeightmapSize = Vector2Int.one * Mathf.Max(1, ManipulatorManager.HeightmapCountSqrt *
                                                                                 SolverParameters.HeightmapResolution);
            CreateTexture(ref HeightmapTexture, ManipulatorManager.HeightmapSize, FilterMode.Point, 0,
                          RenderTextureFormat.RHalf, false);
            ManipulatorManager.UpdateDynamic(SolverCommandBuffer, this);

            if (ManipulatorManager.TextureCount > 0)
            {
                EmbeddingsTexture = new Texture3D(
                    ManipulatorManager.EmbeddingTextureDimension, ManipulatorManager.EmbeddingTextureDimension,
                    ManipulatorManager.EmbeddingTextureDimension, TextureFormat.RGBA32, false);

                SDFGridTexture =
                    new Texture3D(ManipulatorManager.SDFTextureDimension, ManipulatorManager.SDFTextureDimension,
                                  ManipulatorManager.SDFTextureDimension, TextureFormat.RHalf, false);

                EmbeddingsTexture.filterMode = FilterMode.Trilinear;
                SDFGridTexture.filterMode = FilterMode.Trilinear;
            }
            else
            {
                EmbeddingsTexture = new Texture3D(1, 1, 1, TextureFormat.RGBA32, 0);
                SDFGridTexture = new Texture3D(1, 1, 1, TextureFormat.RHalf, 0);

                EmbeddingsTexture.filterMode = FilterMode.Trilinear;
                SDFGridTexture.filterMode = FilterMode.Trilinear;
            }

            int ManipSize = Marshal.SizeOf(typeof(ZibraManipulatorManager.ManipulatorParam));
            int SDFSize = Marshal.SizeOf(typeof(ZibraManipulatorManager.SDFObjectParams));
            // Need to create at least some buffer to bind to shaders
            NativeManipData = Marshal.AllocHGlobal(ManipulatorManager.Elements * ManipSize);
            NativeSDFData = Marshal.AllocHGlobal(ManipulatorManager.SDFObjectList.Count * SDFSize);
            DynamicManipulatorData = new ComputeBuffer(Math.Max(ManipulatorManager.Elements, 1), ManipSize);

            SDFObjectData = new ComputeBuffer(Math.Max(ManipulatorManager.SDFObjectList.Count, 1),
                                              Marshal.SizeOf(typeof(ZibraManipulatorManager.SDFObjectParams)));
            int ManipulatorStatisticsSize = Math.Max(STATISTICS_PER_MANIPULATOR * ManipulatorManager.Elements, 1);
            // flag ComputeBufferType.IndirectArguments is needed to make R32_UINT buffer on d3d11
            ManipulatorStatistics =
                new ComputeBuffer(ManipulatorStatisticsSize, sizeof(int), ComputeBufferType.IndirectArguments);
            int[] manipulatorStatisticsSizeInitialData = new int[ManipulatorStatisticsSize];
            ManipulatorStatistics.SetData(manipulatorStatisticsSizeInitialData);

#if ZIBRA_EFFECTS_DEBUG
            DynamicManipulatorData.name = "DynamicManipulatorData";
            SDFObjectData.name = "SDFObjectData";
            ManipulatorStatistics.name = "ManipulatorStatistics";
#endif
            var gcparamBuffer2 = GCHandle.Alloc(ManipulatorManager.Indices, GCHandleType.Pinned);

            UpdateInteropBuffers();

            var registerManipulatorsBridgeParams = new RegisterManipulatorsBridgeParams();
            registerManipulatorsBridgeParams.ManipulatorNum = ManipulatorManager.Elements;
            registerManipulatorsBridgeParams.ManipulatorBufferDynamic = GetNativePtr(DynamicManipulatorData);
            registerManipulatorsBridgeParams.SDFObjectBuffer = GetNativePtr(SDFObjectData);
            registerManipulatorsBridgeParams.ManipulatorBufferStatistics = ManipulatorStatistics.GetNativeBufferPtr();
            registerManipulatorsBridgeParams.ManipulatorParams = NativeManipData;
            registerManipulatorsBridgeParams.SDFObjectCount = ManipulatorManager.SDFObjectList.Count;
            registerManipulatorsBridgeParams.SDFObjectData = NativeSDFData;
            registerManipulatorsBridgeParams.ManipIndices = gcparamBuffer2.AddrOfPinnedObject();
            registerManipulatorsBridgeParams.EmbeddingsTexture = MakeTextureNativeBridge(EmbeddingsTexture);
            registerManipulatorsBridgeParams.SDFGridTexture = MakeTextureNativeBridge(SDFGridTexture);
            registerManipulatorsBridgeParams.HeightmapTexture = MakeTextureNativeBridge(HeightmapTexture);

            GCHandle embeddingDataHandle = default(GCHandle);
            if (ManipulatorManager.Embeddings.Length > 0)
            {
                embeddingDataHandle = GCHandle.Alloc(ManipulatorManager.Embeddings, GCHandleType.Pinned);
                registerManipulatorsBridgeParams.EmbeddigsData.dataSize =
                    Marshal.SizeOf(new Color32()) * ManipulatorManager.Embeddings.Length;
                registerManipulatorsBridgeParams.EmbeddigsData.data = embeddingDataHandle.AddrOfPinnedObject();
                registerManipulatorsBridgeParams.EmbeddigsData.rowPitch =
                    Marshal.SizeOf(new Color32()) * EmbeddingsTexture.width;
                registerManipulatorsBridgeParams.EmbeddigsData.dimensionX = EmbeddingsTexture.width;
                registerManipulatorsBridgeParams.EmbeddigsData.dimensionY = EmbeddingsTexture.height;
                registerManipulatorsBridgeParams.EmbeddigsData.dimensionZ = EmbeddingsTexture.depth;
            }

            GCHandle sdfGridHandle = default(GCHandle);
            if (ManipulatorManager.SDFGrid.Length > 0)
            {
                sdfGridHandle = GCHandle.Alloc(ManipulatorManager.SDFGrid, GCHandleType.Pinned);
                registerManipulatorsBridgeParams.SDFGridData.dataSize =
                    Marshal.SizeOf(new byte()) * ManipulatorManager.SDFGrid.Length;
                registerManipulatorsBridgeParams.SDFGridData.data = sdfGridHandle.AddrOfPinnedObject();
                registerManipulatorsBridgeParams.SDFGridData.rowPitch =
                    Marshal.SizeOf(new byte()) * 2 * SDFGridTexture.width;
                registerManipulatorsBridgeParams.SDFGridData.dimensionX = SDFGridTexture.width;
                registerManipulatorsBridgeParams.SDFGridData.dimensionY = SDFGridTexture.height;
                registerManipulatorsBridgeParams.SDFGridData.dimensionZ = SDFGridTexture.depth;
            }

            IntPtr nativeRegisterManipulatorsBridgeParams =
                Marshal.AllocHGlobal(Marshal.SizeOf(registerManipulatorsBridgeParams));
            Marshal.StructureToPtr(registerManipulatorsBridgeParams, nativeRegisterManipulatorsBridgeParams, true);
            SolverCommandBuffer.Clear();
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.RegisterManipulators,
                                             nativeRegisterManipulatorsBridgeParams);
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            gcparamBuffer2.Free();

            CameraRenderParams = new CameraParams();
            RenderParamsContainer = new RenderParams();
            MeshRenderGlobalParamsContainer = new MeshRenderGlobalParams();

            var registerParticlesBuffersParams = new RegisterParticlesBuffersBridgeParams();
            registerParticlesBuffersParams.PositionMass = GetNativePtr(PositionMass);
            registerParticlesBuffersParams.AffineVelocity0 = GetNativePtr(Affine[0]);
            registerParticlesBuffersParams.AffineVelocity1 = GetNativePtr(Affine[1]);
            registerParticlesBuffersParams.ParticleNumber = GetNativePtr(ParticleNumber);

            IntPtr nativeRegisterParticlesBuffersParams =
                Marshal.AllocHGlobal(Marshal.SizeOf(registerParticlesBuffersParams));
            Marshal.StructureToPtr(registerParticlesBuffersParams, nativeRegisterParticlesBuffersParams, true);
            SolverCommandBuffer.Clear();
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.RegisterParticlesBuffers,
                                             nativeRegisterParticlesBuffersParams);
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            ToFreeOnExit.Add(nativeRegisterParticlesBuffersParams);
        }

        private int GetParticleCountRounded()
        {
            return (int)Math.Ceiling((double)MaxNumParticles / MPM_THREADS) * MPM_THREADS; // round to workgroup size;
        }

        private void InitVolumeTexture(ref RenderTexture volume, GraphicsFormat format)
        {
            if (volume)
                return;
            volume = new RenderTexture(GridSize.x, GridSize.y, 0, format);
            volume.volumeDepth = GridSize.z;
            volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
            volume.enableRandomWrite = true;
            volume.filterMode = FilterMode.Trilinear;
            volume.Create();
            if (!volume.IsCreated())
            {
                volume = null;
                throw new NotSupportedException("Failed to create 3D texture.");
            }
        }

        private void InitializeSolver()
        {
            SimulationInternalTime = 0.0f;
            SimulationInternalFrame = 0;
            MaxFoamParticles = MaterialParameters.MaxFoamParticles;
            GridNodeCount = GridSize[0] * GridSize[1] * GridSize[2];
            GridData = new ComputeBuffer(GridNodeCount * 4, sizeof(uint));
            GridNormal = new ComputeBuffer(GridNodeCount, 4 * sizeof(float));
            GridBlur0 = new ComputeBuffer(GridNodeCount, sizeof(float));
            GridBlur1 = new ComputeBuffer(GridNodeCount, sizeof(float));
            MassCopy = new ComputeBuffer(GridNodeCount, sizeof(float));

            ParticleSpeciesData = new ComputeBuffer(SolverParameters.AdditionalParticleSpecies.Count +
                                                        ZibraLiquidSolverParameters.MAX_RUNTIME_ADDED_SPECIES,
                                                    Marshal.SizeOf(typeof(ParticleSpeciesParameters)));

            Counters = new ComputeBuffer(8, sizeof(uint));

            VertexIDGrid = new ComputeBuffer(GridNodeCount, sizeof(int));
            VertexBuffer0 = CreateGraphicsBuffer(GraphicsBufferType.Vertex, 6 * GridNodeCount, sizeof(uint));
            VertexBuffer1 = CreateGraphicsBuffer(GraphicsBufferType.Vertex, 4 * GridNodeCount, sizeof(uint));

            TransferDataBuffer = new ComputeBuffer(1, sizeof(uint));
            MeshRenderIndexBuffer = CreateGraphicsBuffer(GraphicsBufferType.Index, 3 * GridNodeCount, sizeof(uint));

            if (ActiveRenderingMode == RenderingMode.UnityRender)
            {
                LiquidMesh = new Mesh();

                var layout = new[] {
                    new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3),
                    new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32, 3),
                };

                int maxVertexCount = GridNodeCount;
                int maxTriangleCount =
                    (int)(maxVertexCount * AdvancedRenderParameters.MaxLiquidMeshSize / 3.0f + ADDITIONAL_VERTICES);
                int indexBufferSize = maxTriangleCount * 3;
                int vertexBufferSize = maxTriangleCount * 2;

                LiquidMesh.SetVertexBufferParams(indexBufferSize, layout);
                LiquidMesh.SetIndexBufferParams(vertexBufferSize, IndexFormat.UInt32);
                LiquidMesh.MarkDynamic();
                LiquidMesh.SetVertices(new Vector3[vertexBufferSize], 0, vertexBufferSize);
                LiquidMesh.SetIndices(new int[indexBufferSize], MeshTopology.Triangles, 0);
                LiquidMesh.bounds = new Bounds(Vector3.zero, ContainerSize);
#if UNITY_2021_2_OR_NEWER
                LiquidMesh.vertexBufferTarget |= GraphicsBuffer.Target.CopyDestination;
                LiquidMesh.indexBufferTarget |= GraphicsBuffer.Target.CopyDestination;
#endif
            }

            QuadBuffer = new ComputeBuffer(GridNodeCount, sizeof(int));
            VertexProperties = CreateGraphicsBuffer(GraphicsBufferType.Vertex, GridNodeCount, 6 * sizeof(uint));

            IndexGrid = new ComputeBuffer(GridNodeCount, 2 * sizeof(int));

            InitVolumeTexture(ref GridNormalTexture,
                              SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.LoadStore)
                                  ? GraphicsFormat.R16G16B16A16_SFloat
                                  : GraphicsFormat.R32G32B32A32_SFloat);
            GridNormalTexture.name = "GridNormalTexture";
            InitVolumeTexture(ref DensityTexture,
                              SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.LoadStore)
                                  ? GraphicsFormat.R16G16B16A16_SFloat
                                  : GraphicsFormat.R32G32B32A32_SFloat);
            DensityTexture.name = "DensityTexture";
            InitVolumeTexture(ref VelocityTexture,
                              SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.LoadStore)
                                  ? GraphicsFormat.R16G16B16A16_SFloat
                                  : GraphicsFormat.R32G32B32A32_SFloat);
            VelocityTexture.name = "VelocityTexture";

            int NumParticlesRounded = GetParticleCountRounded();

            PositionMassCopy = new ComputeBuffer(NumParticlesRounded, 4 * sizeof(float));
            TmpSDFBuff = new ComputeBuffer(NumParticlesRounded, sizeof(uint));
            NodeParticlePairs0 = new ComputeBuffer(2 * NumParticlesRounded, sizeof(int));
            NodeParticlePairs1 = new ComputeBuffer(2 * NumParticlesRounded, sizeof(int));
            EffectParticleData0 = new ComputeBuffer(4 * Math.Max(MaxFoamParticles, 1), sizeof(uint));
            EffectParticleData1 = new ComputeBuffer(4 * Math.Max(MaxFoamParticles, 1), sizeof(uint));

            int RadixWorkGroups1 = (int)Math.Ceiling((float)MaxNumParticles / (float)(2 * RADIX_THREADS));
            int RadixWorkGroups2 = (int)Math.Ceiling((float)MaxNumParticles / (float)(RADIX_THREADS * RADIX_THREADS));
            int RadixWorkGroups3 = (int)Math.Ceiling((float)RadixWorkGroups2 / (float)RADIX_THREADS);
            RadixGroupData1 = new ComputeBuffer(RadixWorkGroups1 * HISTO_WIDTH, sizeof(uint));
            RadixGroupData2 = new ComputeBuffer(RadixWorkGroups2 * HISTO_WIDTH, sizeof(uint));
            RadixGroupData3 = new ComputeBuffer((RadixWorkGroups3 + 1) * HISTO_WIDTH, sizeof(uint));

#if ZIBRA_EFFECTS_DEBUG
            GridData.name = "GridData";
            GridNormal.name = "GridNormal";
            GridBlur0.name = "GridBlur0";
            GridBlur1.name = "GridBlur1";
            MassCopy.name = "MassCopy";
            TmpSDFBuff.name = "TmpSDFBuff";
            IndexGrid.name = "IndexGrid";
            PositionMassCopy.name = "PositionMassCopy";
            NodeParticlePairs0.name = "NodeParticlePairs0";
            NodeParticlePairs1.name = "NodeParticlePairs1";
            RadixGroupData1.name = "RadixGroupData1";
            RadixGroupData2.name = "RadixGroupData2";
            RadixGroupData3.name = "RadixGroupData3";
            ParticleSpeciesData.name = "ParticleSpeciesData";
#endif

            SetFluidParameters();

            var gcparamBuffer = GCHandle.Alloc(LiquidParameters, GCHandleType.Pinned);

            var registerSolverBuffersBridgeParams = new RegisterSolverBuffersBridgeParams();
            registerSolverBuffersBridgeParams.SimulationParams = gcparamBuffer.AddrOfPinnedObject();

            registerSolverBuffersBridgeParams.ParticleSpeciesCount =
                SolverParameters.AdditionalParticleSpecies.Count + 1;
            registerSolverBuffersBridgeParams.PositionMassCopy = GetNativePtr(PositionMassCopy);
            registerSolverBuffersBridgeParams.GridData = GetNativePtr(GridData);
            registerSolverBuffersBridgeParams.IndexGrid = GetNativePtr(IndexGrid);
            registerSolverBuffersBridgeParams.GridBlur0 = GetNativePtr(GridBlur0);
            registerSolverBuffersBridgeParams.GridBlur1 = GetNativePtr(GridBlur1);
            registerSolverBuffersBridgeParams.MassCopy = GetNativePtr(MassCopy);
            registerSolverBuffersBridgeParams.TmpSDFBuff = GetNativePtr(TmpSDFBuff);
            registerSolverBuffersBridgeParams.GridNormal = GetNativePtr(GridNormal);
            registerSolverBuffersBridgeParams.NodeParticlePairs0 = GetNativePtr(NodeParticlePairs0);
            registerSolverBuffersBridgeParams.NodeParticlePairs1 = GetNativePtr(NodeParticlePairs1);
            registerSolverBuffersBridgeParams.EffectParticleData0 = GetNativePtr(EffectParticleData0);
            registerSolverBuffersBridgeParams.EffectParticleData1 = GetNativePtr(EffectParticleData1);
            registerSolverBuffersBridgeParams.RadixGroupData1 = GetNativePtr(RadixGroupData1);
            registerSolverBuffersBridgeParams.RadixGroupData2 = GetNativePtr(RadixGroupData2);
            registerSolverBuffersBridgeParams.RadixGroupData3 = GetNativePtr(RadixGroupData3);
            registerSolverBuffersBridgeParams.Counters = GetNativePtr(Counters);
            registerSolverBuffersBridgeParams.VertexIDGrid = GetNativePtr(VertexIDGrid);
            registerSolverBuffersBridgeParams.VertexBuffer0 = GetNativePtr(VertexBuffer0);
            registerSolverBuffersBridgeParams.VertexBuffer1 = GetNativePtr(VertexBuffer1);
            registerSolverBuffersBridgeParams.QuadBuffer = GetNativePtr(QuadBuffer);
            registerSolverBuffersBridgeParams.GridDensity = MakeTextureNativeBridge(DensityTexture);
            registerSolverBuffersBridgeParams.GridVelocity = MakeTextureNativeBridge(VelocityTexture);
            registerSolverBuffersBridgeParams.GridNormals = MakeTextureNativeBridge(GridNormalTexture);
            if (ActiveRenderingMode == RenderingMode.UnityRender)
            {
                registerSolverBuffersBridgeParams.UnityMeshVertexBuffer = LiquidMesh.GetNativeVertexBufferPtr(0);
                registerSolverBuffersBridgeParams.UnityMeshIndexBuffer = LiquidMesh.GetNativeIndexBufferPtr();
            }
            else
            {
                registerSolverBuffersBridgeParams.UnityMeshVertexBuffer = IntPtr.Zero;
                registerSolverBuffersBridgeParams.UnityMeshIndexBuffer = IntPtr.Zero;
            }
            registerSolverBuffersBridgeParams.TransferDataBuffer = GetNativePtr(TransferDataBuffer);
            registerSolverBuffersBridgeParams.MeshRenderIndexBuffer = GetNativePtr(MeshRenderIndexBuffer);
            registerSolverBuffersBridgeParams.VertexData = GetNativePtr(VertexProperties);
            registerSolverBuffersBridgeParams.ParticleSpeciesData = GetNativePtr(ParticleSpeciesData);
            IntPtr nativeRegisterSolverBuffersBridgeParams =
                Marshal.AllocHGlobal(Marshal.SizeOf(registerSolverBuffersBridgeParams));
            Marshal.StructureToPtr(registerSolverBuffersBridgeParams, nativeRegisterSolverBuffersBridgeParams, true);
            SolverCommandBuffer.Clear();
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.RegisterSolverBuffers,
                                             nativeRegisterSolverBuffersBridgeParams);
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            gcparamBuffer.Free();
            SolverCommandBuffer.Clear();

            CopyDepthID = MaterialParameters.RendererCompute.FindKernel("CS_CopyDepth");

            ToFreeOnExit.Add(nativeRegisterSolverBuffersBridgeParams);
        }

        private void Update()
        {
            if (!Initialized)
            {
                return;
            }

            ZibraLiquidGPUGarbageCollector.GCUpdateWrapper();

#if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                return;
            }
#endif

            if (!UseFixedTimestep)
                UpdateSimulation(Time.smoothDeltaTime);

            UpdateReadback();

#if ZIBRA_EFFECTS_PROFILING_ENABLED
            if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
            {
                UpdateDebugTimestamps();
            }
#endif
        }

        private void FixedUpdate()
        {
#if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                return;
            }
#endif

            if (UseFixedTimestep)
                UpdateSimulation(Time.fixedDeltaTime);
        }

#if ZIBRA_EFFECTS_PROFILING_ENABLED
        public void UpdateDebugTimestamps()
        {
            if (!IsSimulationEnabled())
            {
                return;
            }
            DebugTimestampsItemsCount =
                LiquidBridge.ZibraLiquid_GetDebugTimestamps(CurrentInstanceID, DebugTimestampsItems);
        }
#endif

        private void UpdateReadback()
        {
            if (!IsSimulationEnabled())
            {
                return;
            }

            SolverCommandBuffer.Clear();

            // This must be called at most ONCE PER FRAME
            // Otherwise you'll get deadlock
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.UpdateReadback);

            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            /// ParticleNumber GPUReadback
            UInt32 size = sizeof(UInt32);
            IntPtr readbackData = LiquidBridge.ZibraLiquid_GPUReadbackGetData(CurrentInstanceID, size);
            if (readbackData != IntPtr.Zero)
            {
                CurrentParticleNumber = Marshal.ReadInt32(readbackData);
            }

            UpdateManipulatorStatistics();
        }

        /// <summary>
        /// Update the material parameters
        /// </summary>
        private bool SetMaterialParams(Camera cam)
        {
            bool isDirty = false;

            CameraResources camRes = CameraResourcesMap[cam];
            Material usedUpscaleMaterial = EnableDownscale ? MaterialParameters.UpscaleMaterial : null;

            isDirty = camRes.UpscaleMaterial.SetMaterial(usedUpscaleMaterial) || isDirty;

            bool usingMainMaterial = ActiveRenderingMode == RenderingMode.MeshRender;

            Material CurrentSharedMaterial = usingMainMaterial ? MaterialParameters.FluidMeshMaterial : null;
            isDirty = camRes.LiquidMaterial.SetMaterial(CurrentSharedMaterial) || isDirty;
            Material CurrentMaterial = camRes.LiquidMaterial.CurrentMaterial;

            if (usingMainMaterial)
            {
                if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
                {
#if UNITY_PIPELINE_HDRP
                    if (CustomLightHDRP == null)
                        Debug.LogError("No Custom Light set in Zibra Liquid.");
                    else
                        CurrentMaterial.SetVector("WorldSpaceLightPos", CustomLightHDRP.transform.position);

                    if (ReflectionProbeHDRP == null)
                        Debug.LogError("No reflection probe added to Zibra Liquid.");
#endif // UNITY_PIPELINE_HDRP
                }
                else
                {
                    if (ReflectionProbeBRP != null) // custom reflection probe
                    {
                        CurrentMaterial.EnableKeyword("CUSTOM_REFLECTION_PROBE");
                        CurrentMaterial.SetTexture("ReflectionProbe", ReflectionProbeBRP.texture);
                        CurrentMaterial.SetVector("ReflectionProbe_HDR", ReflectionProbeBRP.textureHDRDecodeValues);
                        CurrentMaterial.SetVector("ReflectionProbe_BoxMax", ReflectionProbeBRP.bounds.max);
                        CurrentMaterial.SetVector("ReflectionProbe_BoxMin", ReflectionProbeBRP.bounds.min);
                        CurrentMaterial.SetVector("ReflectionProbe_ProbePosition",
                                                  ReflectionProbeBRP.transform.position);
                    }
                    else
                    {
                        CurrentMaterial.DisableKeyword("CUSTOM_REFLECTION_PROBE");
                    }
                }

                CurrentMaterial.SetFloat("AbsorptionAmount", MaterialParameters.AbsorptionAmount);
                CurrentMaterial.SetFloat("ScatteringAmount", MaterialParameters.ScatteringAmount);
                CurrentMaterial.SetFloat("Metalness", MaterialParameters.Metalness);
                CurrentMaterial.SetFloat("FresnelStrength", MaterialParameters.FresnelStrength);
                CurrentMaterial.SetFloat("RefractionDistortion", MaterialParameters.IndexOfRefraction - 1.0f);
                CurrentMaterial.SetFloat("LiquidIOR", MaterialParameters.IndexOfRefraction);
                CurrentMaterial.SetFloat("Roughness", MaterialParameters.Roughness);
                CurrentMaterial.SetVector("RefractionColor", MaterialParameters.Color);
                CurrentMaterial.SetVector("ReflectionColor", MaterialParameters.ReflectionColor);
                CurrentMaterial.SetVector("EmissiveColor", MaterialParameters.EmissiveColor);

                CurrentMaterial.SetVector("Material1Color", MaterialParameters.Material1.Color);
                CurrentMaterial.SetVector("Material2Color", MaterialParameters.Material2.Color);
                CurrentMaterial.SetVector("Material3Color", MaterialParameters.Material3.Color);
                CurrentMaterial.SetVector("Material1Emission", MaterialParameters.Material1.EmissiveColor);
                CurrentMaterial.SetVector("Material2Emission", MaterialParameters.Material2.EmissiveColor);
                CurrentMaterial.SetVector("Material3Emission", MaterialParameters.Material3.EmissiveColor);
                CurrentMaterial.SetVector("MatMetalness", new Vector3(MaterialParameters.Material1.Metalness,
                                                                      MaterialParameters.Material2.Metalness,
                                                                      MaterialParameters.Material3.Metalness));
                CurrentMaterial.SetVector("MatAbsorption", new Vector3(MaterialParameters.Material1.AbsorptionAmount,
                                                                       MaterialParameters.Material2.AbsorptionAmount,
                                                                       MaterialParameters.Material3.AbsorptionAmount));
                CurrentMaterial.SetVector("MatScattering", new Vector3(MaterialParameters.Material1.ScatteringAmount,
                                                                       MaterialParameters.Material2.ScatteringAmount,
                                                                       MaterialParameters.Material3.ScatteringAmount));
                CurrentMaterial.SetVector("MatRoughness", new Vector3(MaterialParameters.Material1.Roughness,
                                                                      MaterialParameters.Material2.Roughness,
                                                                      MaterialParameters.Material3.Roughness));

#if UNITY_PIPELINE_HDRP
                CurrentMaterial.SetVector("LightColor",
                                          CustomLightHDRP.color * Mathf.Log(CustomLightHDRP.intensity) / 8.0f);
                CurrentMaterial.SetVector("LightDirection", CustomLightHDRP.transform.rotation * new Vector3(0, 0, -1));
#endif

                CurrentMaterial.SetVector("ContainerScale", ContainerSize);
                CurrentMaterial.SetVector("ContainerPosition", transform.position);
                CurrentMaterial.SetVector("GridSize", (Vector3)GridSize);
                CurrentMaterial.SetFloat("RayMarchResolutionDownscale",
                                         AdvancedRenderParameters.RayMarchingResolutionDownscale);
                CurrentMaterial.SetFloat("RefractionMinimumDepth", 1e-4f);
                CurrentMaterial.SetFloat("RefractionDepthBias", 1.25f);

                CurrentMaterial.SetTexture("GridNormals", GridNormalTexture);
                CurrentMaterial.SetTexture("MeshRenderData", Color0);
                CurrentMaterial.SetTexture("MeshDepth", Depth, RenderTextureSubElement.Depth);
                CurrentMaterial.SetTexture("GridDensity", DensityTexture);

                if (AdvancedRenderParameters.RefractionBounces ==
                    ZibraLiquidAdvancedRenderParameters.RayMarchingBounces.TwoBounces)
                {
                    if (MeshRenderGlobalParamsContainer.TwoBouncesEnabled == 0)
                        isDirty = true;
                    MeshRenderGlobalParamsContainer.TwoBouncesEnabled = 1;
                }
                else
                {
                    if (MeshRenderGlobalParamsContainer.TwoBouncesEnabled == 1)
                        isDirty = true;
                    MeshRenderGlobalParamsContainer.TwoBouncesEnabled = 0;
                }

#if UNITY_IOS && !UNITY_EDITOR
                if (!EnableDownscale)
                {
                    CurrentMaterial.DisableKeyword("FLIP_BACKGROUND_TEXTURE");
                    CurrentMaterial.EnableKeyword("FLIP_NATIVE_TEXTURES");
                    CurrentMaterial.EnableKeyword("FLIP_PARTICLES_TEXTURE");
                }
                else
                {
                    CurrentMaterial.DisableKeyword("FLIP_NATIVE_TEXTURES");
                    CurrentMaterial.EnableKeyword("FLIP_BACKGROUND_TEXTURE");
                    CurrentMaterial.DisableKeyword("FLIP_PARTICLES_TEXTURE");
                }
#endif
#if UNITY_ANDROID && !UNITY_EDITOR
                if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan && !EnableDownscale)
                {
                    if (!EnableDownscale)
                    {
                        CurrentMaterial.DisableKeyword("FLIP_BACKGROUND_TEXTURE");
                        CurrentMaterial.EnableKeyword("FLIP_NATIVE_TEXTURES");
                    }
                    else
                    {
                        CurrentMaterial.DisableKeyword("FLIP_NATIVE_TEXTURES");
                        CurrentMaterial.EnableKeyword("FLIP_BACKGROUND_TEXTURE");
                    }
                }
#endif
                if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3)
                {
                    CurrentMaterial.EnableKeyword("FLIP_PARTICLES_TEXTURE");
                }
                CurrentMaterial.SetTexture("Background", GetBackgroundToBind(cam));
                CurrentMaterial.SetTexture("FluidColor", Color0);

                if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
                {
#if UNITY_PIPELINE_HDRP
                    CurrentMaterial.SetTexture("ReflectionProbe", ReflectionProbeHDRP.texture);
                    CurrentMaterial.SetVector("ReflectionProbe_HDR", new Vector4(0.01f, 1.0f));
                    CurrentMaterial.SetVector("ReflectionProbe_BoxMax", ReflectionProbeHDRP.bounds.max);
                    CurrentMaterial.SetVector("ReflectionProbe_BoxMin", ReflectionProbeHDRP.bounds.min);
                    CurrentMaterial.SetVector("ReflectionProbe_ProbePosition", ReflectionProbeHDRP.transform.position);
                    CurrentMaterial.EnableKeyword("HDRP");
#endif
                }
            }

            Material usedSDFRenderMaterial = VisualizeSceneSDF ? MaterialParameters.SDFRenderMaterial : null;
            isDirty = camRes.SDFRenderMaterial.SetMaterial(usedSDFRenderMaterial) || isDirty;

            if (VisualizeSceneSDF)
            {
                Material CurrentSDFRenderMaterial = camRes.SDFRenderMaterial.CurrentMaterial;
                CurrentSDFRenderMaterial.SetTexture("SDFRender", Color0);

                if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
                {
#if UNITY_PIPELINE_HDRP
                    CurrentSDFRenderMaterial.SetVector("LightColor", CustomLightHDRP.color *
                                                                         Mathf.Log(CustomLightHDRP.intensity) / 8.0f);
                    CurrentSDFRenderMaterial.SetVector("LightDirection",
                                                       CustomLightHDRP.transform.rotation * new Vector3(0, 0, -1));
                    CurrentSDFRenderMaterial.EnableKeyword("HDRP");
#endif
                }
            }

            return isDirty;
        }

        internal Vector2Int ApplyDownscaleFactor(Vector2Int val)
        {
            if (!EnableDownscale)
                return val;
            return new Vector2Int((int)(val.x * DownscaleFactor), (int)(val.y * DownscaleFactor));
        }

        private Vector2Int ApplyRenderPipelineRenderScale(Vector2Int val, float renderPipelineRenderScale)
        {
            return new Vector2Int((int)(val.x * renderPipelineRenderScale), (int)(val.y * renderPipelineRenderScale));
        }

        private bool CreateTexture(ref RenderTexture texture, Vector2Int resolution, FilterMode filterMode, int depth,
                                   RenderTextureFormat format, bool enableRandomWrite = false)
        {
            if (texture == null || texture.width != resolution.x || texture.height != resolution.y)
            {
                ZibraLiquidGPUGarbageCollector.SafeRelease(texture);
                texture = null;
                texture = new RenderTexture(resolution.x, resolution.y, depth, format);
                texture.enableRandomWrite = enableRandomWrite;
                texture.filterMode = filterMode;
                texture.Create();
                return true;
            }

            return false;
        }
        private bool CreateRenderBuffer(ref ComputeBuffer buffer, Vector2Int resolution)
        {
            if (buffer == null || buffer.count != resolution.x * resolution.y)
            {
                ZibraLiquidGPUGarbageCollector.SafeRelease(buffer);
                buffer = new ComputeBuffer(resolution.x * resolution.y * 3, sizeof(uint));
                return true;
            }

            return false;
        }

        // Returns resolution that is enough for all cameras
        private Vector2Int GetRequiredTextureResolution()
        {
            if (CamRenderResolutions.Count == 0)
                Debug.Log("camRenderResolutions dictionary was empty when GetRequiredTextureResolution was called.");

            Vector2Int result = new Vector2Int(0, 0);
            foreach (var item in CamRenderResolutions)
            {
                result = Vector2Int.Max(result, item.Value);
            }

            return result;
        }

        internal bool IsBackgroundCopyNeeded(Camera cam)
        {
            return !EnableDownscale || (cam.activeTexture == null);
        }

        private RenderTexture GetBackgroundToBind(Camera cam)
        {
            if (!IsBackgroundCopyNeeded(cam))
                return cam.activeTexture;
            return CameraResourcesMap[cam].Background;
        }

        /// <summary>
        ///     Removes disabled/inactive cameras from cameraResources
        /// </summary>
        private void UpdateCameraList()
        {
            List<Camera> toRemove = new List<Camera>();
            foreach (var camResource in CameraResourcesMap)
            {
                if (camResource.Key == null ||
                    (!camResource.Key.isActiveAndEnabled && camResource.Key.cameraType != CameraType.SceneView))
                {
                    toRemove.Add(camResource.Key);
                    continue;
                }
            }

            foreach (var cam in toRemove)
            {
                if (CameraResourcesMap[cam].Background)
                {
                    CameraResourcesMap[cam].Background.Release();
                    CameraResourcesMap[cam].Background = null;
                }

                CameraResourcesMap.Remove(cam);
            }
        }

        private void UpdateCameraResolution(Camera cam, float renderPipelineRenderScale)
        {
            Vector2Int cameraResolution = new Vector2Int(cam.pixelWidth, cam.pixelHeight);
            cameraResolution = ApplyRenderPipelineRenderScale(cameraResolution, renderPipelineRenderScale);
            CamNativeResolutions[cam] = cameraResolution;
            Vector2Int cameraResolutionDownscaled = ApplyDownscaleFactor(cameraResolution);
            CamRenderResolutions[cam] = cameraResolutionDownscaled;
        }

        /// <summary>
        ///     Update Native textures for a given camera
        /// </summary>
        private bool UpdateNativeTextures(Camera cam, float renderPipelineRenderScale)
        {
            UpdateCameraList();

            Vector2Int cameraResolution = new Vector2Int(cam.pixelWidth, cam.pixelHeight);
            cameraResolution = ApplyRenderPipelineRenderScale(cameraResolution, renderPipelineRenderScale);

            Vector2Int textureResolution = GetRequiredTextureResolution();
            int pixelCount = textureResolution.x * textureResolution.y;

            if (!Cameras.Contains(cam))
            {
                Cameras.Add(cam);
            }

            int CameraID = Cameras.IndexOf(cam);

            bool isGlobalTexturesDirty = false;
            bool isCameraDirty = CameraResourcesMap[cam].IsDirty;

            FilterMode defaultFilter = EnableDownscale ? FilterMode.Bilinear : FilterMode.Point;

            if (IsBackgroundCopyNeeded(cam))
            {
                if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
                {
#if UNITY_PIPELINE_HDRP
                    isCameraDirty = CreateTexture(ref CameraResourcesMap[cam].Background, cameraResolution,
                                                  FilterMode.Point, 0, RenderTextureFormat.ARGBHalf) ||
                                    isCameraDirty;
#endif
                }
                else
                {
                    var format =
                        SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.LoadStore)
                            ? RenderTextureFormat.RGB111110Float
                            : RenderTextureFormat.ARGB32; // 8 bits per component
                    isCameraDirty = CreateTexture(ref CameraResourcesMap[cam].Background, cameraResolution,
                                                  FilterMode.Point, 0, format) ||
                                    isCameraDirty;
                }
            }
            else
            {
                if (CameraResourcesMap[cam].Background != null)
                {
                    isCameraDirty = true;
                    CameraResourcesMap[cam].Background.Release();
                    CameraResourcesMap[cam].Background = null;
                }
            }

            isGlobalTexturesDirty = CreateTexture(ref DepthTexture, cameraResolution, defaultFilter, 32,
                                                  RenderTextureFormat.RFloat, true) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty =
                CreateTexture(ref Depth, textureResolution, defaultFilter, 32, RenderTextureFormat.Depth) ||
                isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref Color0, textureResolution, FilterMode.Point, 0,
                                                  RenderTextureFormat.ARGBFloat, true) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref Color1, textureResolution, FilterMode.Point, 0,
                                                  RenderTextureFormat.ARGBFloat, true) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref Color2, textureResolution, FilterMode.Point, 0,
                                                  RenderTextureFormat.ARGBFloat, true) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref UpscaleColor, textureResolution, FilterMode.Point, 0,
                                                  RenderTextureFormat.ARGBHalf, false) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref UpscaleDepth, textureResolution, FilterMode.Point, 32,
                                                  RenderTextureFormat.Depth, false) ||
                                    isGlobalTexturesDirty;
            isGlobalTexturesDirty = CreateTexture(ref ParticlesRT, textureResolution, FilterMode.Point, 0,
                                                  RenderTextureFormat.ARGBFloat, true) ||
                                    isGlobalTexturesDirty;

            if (isGlobalTexturesDirty || isCameraDirty)
            {
                if (isGlobalTexturesDirty)
                {
                    foreach (var camera in CameraResourcesMap)
                    {
                        camera.Value.IsDirty = true;
                    }

                    CurrentTextureResolution = textureResolution;
                }

                CameraResourcesMap[cam].IsDirty = false;

                var registerRenderResourcesBridgeParams = new RegisterRenderResourcesBridgeParams();
                registerRenderResourcesBridgeParams.Depth = MakeTextureNativeBridge(Depth);
                registerRenderResourcesBridgeParams.Color0 = MakeTextureNativeBridge(Color0);
                registerRenderResourcesBridgeParams.Color1 = MakeTextureNativeBridge(Color1);
                registerRenderResourcesBridgeParams.Color2 = MakeTextureNativeBridge(Color2);
                registerRenderResourcesBridgeParams.SceneDepth = MakeTextureNativeBridge(DepthTexture);
                registerRenderResourcesBridgeParams.ParticlesRT = MakeTextureNativeBridge(ParticlesRT);

                IntPtr nativeRegisterRenderResourcesBridgeParams =
                    Marshal.AllocHGlobal(Marshal.SizeOf(registerRenderResourcesBridgeParams));
                Marshal.StructureToPtr(registerRenderResourcesBridgeParams, nativeRegisterRenderResourcesBridgeParams,
                                       true);
                SolverCommandBuffer.Clear();
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.RegisterRenderResources,
                                                 nativeRegisterRenderResourcesBridgeParams);

                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.InitializeGraphicsPipeline);

                Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

                ToFreeOnExit.Add(nativeRegisterRenderResourcesBridgeParams);
            }

            return isGlobalTexturesDirty || isCameraDirty;
        }

        private int IntDivCeil(int a, int b)
        {
            return (a + b - 1) / b;
        }

        /// <summary>
        ///     Render the liquid from the native plugin
        /// </summary>
        /// <param name="cmdBuffer">Command Buffer to add the rendering commands to</param>
        internal void RenderLiquidNative(CommandBuffer cmdBuffer, Camera cam, Rect? viewport = null)
        {
            var renderEffectParticles = MaterialParametersInternal.EnableFoam && MaxFoamParticles > 0;

            ForceCloseCommandEncoder(cmdBuffer);

            if (renderEffectParticles)
            {
                cmdBuffer.SetComputeVectorParam(MaterialParameters.RendererCompute, "Resolution",
                                                new Vector2(cam.pixelWidth, cam.pixelHeight));
                cmdBuffer.SetComputeTextureParam(MaterialParameters.RendererCompute, CopyDepthID, "_DepthOUT", DepthTexture);
                cmdBuffer.DispatchCompute(MaterialParameters.RendererCompute, CopyDepthID, IntDivCeil(cam.pixelWidth, DEPTH_COPY_WORKGROUP),
                                          IntDivCeil(cam.pixelHeight, DEPTH_COPY_WORKGROUP), 1);
            }

            LiquidBridge.SubmitInstanceEvent(cmdBuffer, CurrentInstanceID, LiquidBridge.EventID.SetCameraParams,
                                             CamNativeParams[cam]);

            LiquidBridge.SubmitInstanceEvent(cmdBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.UpdateMeshRenderGlobalParameters,
                                             CamMeshRenderParams[cam]);

            if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
            {
                cmdBuffer.SetRenderTarget(Color0, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, Depth,
                                          RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
                cmdBuffer.ClearRenderTarget(true, true, Color.clear);
            }
            LiquidBridge.SubmitInstanceEvent(cmdBuffer, CurrentInstanceID, LiquidBridge.EventID.DrawLiquid);
            if (renderEffectParticles)
            {
                if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
                {
                    cmdBuffer.SetRenderTarget(ParticlesRT);
                    cmdBuffer.ClearRenderTarget(false, true, Color.clear);
                }
                LiquidBridge.SubmitInstanceEvent(cmdBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.DrawEffectParticles);
            }
        }

        internal void RenderLiquidMain(CommandBuffer cmdBuffer, Camera cam, Rect? viewport = null)
        {
            switch (ActiveRenderingMode)
            {
            case RenderingMode.MeshRender:
                RenderLiquidMesh(cmdBuffer, cam, viewport);
                break;
            case RenderingMode.UnityRender:
                break;
            default:
                Debug.LogError("Unknown Rendering mode");
                break;
            }
        }

        /// <summary>
        ///     Upscale the liquid surface to currently bound render target
        ///     Used for URP where we can't change render targets
        ///     Used for URP where we can't change render targets
        /// </summary>
        internal void UpscaleLiquidDirect(CommandBuffer cmdBuffer, Camera cam,
                                          RenderTargetIdentifier? sourceColorTexture = null,
                                          RenderTargetIdentifier? sourceDepthTexture = null, Rect? viewport = null)
        {
            Material CurrentUpscaleMaterial = CameraResourcesMap[cam].UpscaleMaterial.CurrentMaterial;
            Vector2Int cameraNativeResolution = CamNativeResolutions[cam];

            cmdBuffer.SetViewport(new Rect(0, 0, cameraNativeResolution.x, cameraNativeResolution.y));
            if (sourceColorTexture == null)
            {
                cmdBuffer.SetGlobalTexture("ShadedLiquid", UpscaleColor);
                cmdBuffer.SetGlobalTexture("ShadedLiquidDepth", UpscaleDepth);
            }
            else
            {
                cmdBuffer.SetGlobalTexture("ShadedLiquid", sourceColorTexture.Value);
                cmdBuffer.SetGlobalTexture("ShadedLiquidDepth", sourceDepthTexture.Value);
            }

            cmdBuffer.DrawProcedural(transform.localToWorldMatrix, CurrentUpscaleMaterial, 0, MeshTopology.Triangles,
                                     6);
        }

        /// <summary>
        ///     Render the liquid surface
        ///     Camera's targetTexture must be copied to cameraResources[cam].background
        ///     using corresponding Render Pipeline before calling this method
        /// </summary>
        /// <param name="cmdBuffer">Command Buffer to add the rendering commands to</param>
        internal void RenderFluid(CommandBuffer cmdBuffer, Camera cam, RenderTargetIdentifier? renderTargetParam = null,
                                  RenderTargetIdentifier? depthTargetParam = null, Rect? viewport = null)
        {
            RenderTargetIdentifier renderTarget =
                renderTargetParam ?? new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget);
            RenderTargetIdentifier depthTarget =
                depthTargetParam ?? new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget);

            // Render fluid to temporary RenderTexture if downscale enabled
            // Otherwise render straight to final RenderTexture
            if (EnableDownscale)
            {
                cmdBuffer.SetRenderTarget(UpscaleColor, UpscaleDepth);
                cmdBuffer.ClearRenderTarget(true, true, Color.clear);
            }
            else
            {
                cmdBuffer.SetRenderTarget(renderTarget, depthTarget);
            }

            RenderLiquidMain(cmdBuffer, cam, viewport);

            if (VisualizeSceneSDF)
            {
                LiquidBridge.SubmitInstanceEvent(cmdBuffer, CurrentInstanceID, LiquidBridge.EventID.RenderSDF);

                if (EnableDownscale)
                {
                    cmdBuffer.SetRenderTarget(UpscaleColor, UpscaleDepth);
                }
                else
                {
                    cmdBuffer.SetRenderTarget(renderTarget, depthTarget);
                }

                RenderSDFVisualization(cmdBuffer, cam, viewport);
            }

            // If downscale enabled then we need to blend it on top of final RenderTexture
            if (EnableDownscale)
            {
                cmdBuffer.SetRenderTarget(renderTarget, depthTarget);
                UpscaleLiquidDirect(cmdBuffer, cam, null, null, viewport);
            }
        }

        /// <summary>
        ///     Render the liquid surface
        ///     Camera's targetTexture must be copied to cameraResources[cam].background
        ///     using corresponding Render Pipeline before calling this method
        /// </summary>
        /// <param name="cmdBuffer">Command Buffer to add the rendering commands to</param>
        private void RenderLiquidMesh(CommandBuffer cmdBuffer, Camera cam, Rect? viewport = null)
        {
            Vector2Int cameraRenderResolution = CamRenderResolutions[cam];

            Material CurrentMaterial = CameraResourcesMap[cam].LiquidMaterial.CurrentMaterial;

            // Render fluid to temporary RenderTexture if downscale enabled
            // Otherwise render straight to final RenderTexture
            if (EnableDownscale)
            {
                cmdBuffer.SetViewport(new Rect(0, 0, cameraRenderResolution.x, cameraRenderResolution.y));
            }
            else
            {
                if (viewport != null)
                {
                    cmdBuffer.SetViewport(viewport.Value);
                }
            }
            cmdBuffer.SetGlobalTexture("Background", GetBackgroundToBind(cam));
            if (RenderPipelineDetector.GetRenderPipelineType() == RenderPipelineDetector.RenderPipeline.HDRP)
            {
#if UNITY_PIPELINE_HDRP
                cmdBuffer.SetGlobalTexture("ReflectionProbe", ReflectionProbeHDRP.texture);
                cmdBuffer.SetGlobalVector("ReflectionProbe_HDR", new Vector4(0.01f, 1.0f));
                cmdBuffer.SetGlobalVector("ReflectionProbe_BoxMax", ReflectionProbeHDRP.bounds.max);
                cmdBuffer.SetGlobalVector("ReflectionProbe_BoxMin", ReflectionProbeHDRP.bounds.min);
                cmdBuffer.SetGlobalVector("ReflectionProbe_ProbePosition", ReflectionProbeHDRP.transform.position);
                CurrentMaterial.EnableKeyword("HDRP");
#endif
            }

            cmdBuffer.DrawProcedural(transform.localToWorldMatrix, CurrentMaterial, 0, MeshTopology.Triangles, 6);
        }

        internal void RenderSDFVisualization(CommandBuffer cmdBuffer, Camera cam, Rect? viewport = null)
        {
            Vector2Int cameraRenderResolution = CamRenderResolutions[cam];

            Material CurrentMaterial = CameraResourcesMap[cam].SDFRenderMaterial.CurrentMaterial;

            // Render fluid to temporary RenderTexture if downscale enabled
            // Otherwise render straight to final RenderTexture
            if (EnableDownscale)
            {
                cmdBuffer.SetViewport(new Rect(0, 0, cameraRenderResolution.x, cameraRenderResolution.y));
            }
            else
            {
                if (viewport != null)
                {
                    cmdBuffer.SetViewport(viewport.Value);
                }
            }

            cmdBuffer.DrawProcedural(transform.localToWorldMatrix, CurrentMaterial, 0, MeshTopology.Triangles, 6);
        }

        /// <summary>
        ///     Update the camera parameters for the particle renderer
        /// </summary>
        private void UpdateCamera(Camera cam)
        {
            Vector2Int resolution = CamRenderResolutions[cam];

            Material CurrentMaterial = CameraResourcesMap[cam].LiquidMaterial.CurrentMaterial;
            Material CurrentUpscaleMaterial = CameraResourcesMap[cam].UpscaleMaterial.CurrentMaterial;
            Material CurrentSDFRenderMaterial = CameraResourcesMap[cam].SDFRenderMaterial.CurrentMaterial;

            Matrix4x4 Projection = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true);
            Matrix4x4 ProjectionInverse = Projection.inverse;
            Matrix4x4 View = cam.worldToCameraMatrix;
            Matrix4x4 ViewProjection = Projection * View;
            Matrix4x4 ViewProjectionInverse = ViewProjection.inverse;
            CurrentMaterial.SetVector("Resolution", CameraRenderParams.CameraResolution);
            CameraRenderParams.View = cam.worldToCameraMatrix;
            CameraRenderParams.Projection = Projection;
            CameraRenderParams.ProjectionInverse = ProjectionInverse;
            CameraRenderParams.ViewProjection = ViewProjection;
            CameraRenderParams.ViewProjectionInverse = ViewProjectionInverse;
            CameraRenderParams.EyeRayCameraCoeficients = CalculateEyeRayCameraCoeficients(cam);
            CameraRenderParams.WorldSpaceCameraPos = cam.transform.position;
            CameraRenderParams.CameraResolution = new Vector2(resolution.x, resolution.y);
            CameraRenderParams.CameraID = Cameras.IndexOf(cam);
            CameraRenderParams.CameraDownscaleFactor = EnableDownscale ? DownscaleFactor : 1f;
            { // Same as Unity's built-in _ZBufferParams
                float y = cam.farClipPlane / cam.nearClipPlane;
                float x = 1 - y;
                CameraRenderParams.ZBufferParams = new Vector4(x, y, x / cam.farClipPlane, y / cam.farClipPlane);
            }
            MeshRenderGlobalParamsContainer.LiquidIOR = MaterialParameters.IndexOfRefraction;
            MeshRenderGlobalParamsContainer.RayMarchIsoSurface = AdvancedRenderParameters.RayMarchIsoSurface;
            MeshRenderGlobalParamsContainer.DisableRaymarch = AdvancedRenderParameters.DisableRaymarch ? 1 : 0;
            MeshRenderGlobalParamsContainer.UnderwaterRender = AdvancedRenderParameters.UnderwaterRender ? 1 : 0;
            MeshRenderGlobalParamsContainer.RayMarchMaxSteps = AdvancedRenderParameters.RayMarchMaxSteps;
            MeshRenderGlobalParamsContainer.RayMarchStepSize = AdvancedRenderParameters.RayMarchStepSize;
            MeshRenderGlobalParamsContainer.RayMarchStepFactor = AdvancedRenderParameters.RayMarchStepFactor;
            Vector2 renderingResolution = resolution;
            Vector2 rayMarchResolution = renderingResolution * AdvancedRenderParameters.RayMarchingResolutionDownscale;
            MeshRenderGlobalParamsContainer.RayMarchResolution =
                new Vector2Int((int)rayMarchResolution.x, (int)rayMarchResolution.y);

            MeshRenderGlobalParamsContainer.FoamingIntensity = MaterialParameters.FoamIntensity;
            MeshRenderGlobalParamsContainer.FoamingDecay = MaterialParameters.FoamDecay;
            MeshRenderGlobalParamsContainer.FoamingDecaySmoothness = MaterialParameters.FoamDecaySmoothness;
            MeshRenderGlobalParamsContainer.FoamingOcclusionDistance = MaterialParameters.FoamingOcclusionDistance;
            MeshRenderGlobalParamsContainer.FoamingThreshold = MaterialParameters.FoamingThreshold;
            MeshRenderGlobalParamsContainer.FoamBrightness = MaterialParameters.FoamBrightness;
            MeshRenderGlobalParamsContainer.FoamMotionBlur = MaterialParameters.FoamMotionBlur;
            MeshRenderGlobalParamsContainer.FoamSize = MaterialParameters.FoamSize;
            MeshRenderGlobalParamsContainer.FoamDiffusion = MaterialParameters.FoamDiffusion;
            MeshRenderGlobalParamsContainer.FoamSpawning = MaterialParameters.FoamSpawning;

            MeshRenderGlobalParamsContainer.Absorption = new Vector4(
                MaterialParameters.Material1.ScatteringAmount, MaterialParameters.Material2.ScatteringAmount,
                MaterialParameters.Material3.ScatteringAmount, MaterialParameters.ScatteringAmount);
            Marshal.StructureToPtr(MeshRenderGlobalParamsContainer, CamMeshRenderParams[cam], true);

            Vector2 textureScale = new Vector2(resolution.x, resolution.y) / GetRequiredTextureResolution();

            // update the data at the pointer
            Marshal.StructureToPtr(CameraRenderParams, CamNativeParams[cam], true);

            if (ActiveRenderingMode == RenderingMode.MeshRender)
            {
                CurrentMaterial.SetMatrix("ProjectionInverse", CameraRenderParams.ProjectionInverse);
                CurrentMaterial.SetMatrix("ViewProjectionInverse", CameraRenderParams.ViewProjectionInverse);
                CurrentMaterial.SetMatrix("EyeRayCameraCoeficients", CameraRenderParams.EyeRayCameraCoeficients);

                CurrentMaterial.SetVector("TextureScale", textureScale);

                if (AdvancedRenderParameters.UnderwaterRender)
                {
                    CurrentMaterial.EnableKeyword("UNDERWATER_RENDER");
                }
                else
                {
                    CurrentMaterial.DisableKeyword("UNDERWATER_RENDER");
                }

                if (AdvancedRenderParameters.DisableRaymarch)
                {
                    CurrentMaterial.EnableKeyword("RAYMARCH_DISABLED");
                }
                else
                {
                    CurrentMaterial.DisableKeyword("RAYMARCH_DISABLED");
                    CurrentMaterial.SetTexture("RayMarchData", Color1);
                    CurrentMaterial.SetTexture("MaterialData", Color2);
                }
#if !UNITY_ANDROID
                if (MaxFoamParticles > 0 && MaterialParameters.EnableFoam)
                {
                    CurrentMaterial.DisableKeyword("FOAM_DISABLED");
                    CurrentMaterial.SetTexture("ParticlesTex", ParticlesRT);
                }
                else
#endif
                {
                    CurrentMaterial.EnableKeyword("FOAM_DISABLED");
                }
            }

            if (EnableDownscale)
            {
                CurrentUpscaleMaterial.SetVector("TextureScale", textureScale);
            }

            if (VisualizeSceneSDF)
            {
                CurrentSDFRenderMaterial.SetVector("TextureScale", textureScale);
                CurrentSDFRenderMaterial.SetMatrix("EyeRayCameraCoeficients",
                                                   CameraRenderParams.EyeRayCameraCoeficients);
            }
        }

        /// <summary>
        ///     Update render parameters for a given camera
        /// </summary>
        private void InitializeNativeCameraParams(Camera cam)
        {
            if (!CamNativeParams.ContainsKey(cam))
            {
                // allocate memory for camera parameters
                CamNativeParams[cam] = Marshal.AllocHGlobal(Marshal.SizeOf(CameraRenderParams));
            }
            if (!CamMeshRenderParams.ContainsKey(cam))
            {
                // allocate memory for mesh render parameters
                CamMeshRenderParams[cam] = Marshal.AllocHGlobal(Marshal.SizeOf(MeshRenderGlobalParamsContainer));
            }
        }

        private void UpdateNativeRenderParams()
        {
#if ZIBRA_EFFECTS_DEBUG
            RenderParamsContainer.NeuralSamplingDistance = MaterialParameters.NeuralSamplingDistance;
            RenderParamsContainer.SDFDebug = MaterialParameters.SDFDebug;
#endif
            RenderParamsContainer.RenderingMode = (int)ActiveRenderingMode;
            RenderParamsContainer.VertexOptimizationIterations = AdvancedRenderParameters.VertexOptimizationIterations;

            RenderParamsContainer.MeshOptimizationIterations = AdvancedRenderParameters.MeshOptimizationIterations;
            RenderParamsContainer.DualContourIsoValue = AdvancedRenderParameters.DualContourIsoSurfaceLevel;
            RenderParamsContainer.MeshOptimizationStep = AdvancedRenderParameters.MeshOptimizationStep;

            int maxVertexCount = GridNodeCount;
            int maxTriangleCount =
                (int)(maxVertexCount * AdvancedRenderParameters.MaxLiquidMeshSize / 3.0f + ADDITIONAL_VERTICES);

            RenderParamsContainer.MaxVertexBufferSize = maxTriangleCount * 6;
            RenderParamsContainer.MaxIndexBufferSize = maxTriangleCount * 3;

            RenderParamsContainer.RenderParamsContainerPos = transform.position;

            GCHandle gcparamBuffer = GCHandle.Alloc(RenderParamsContainer, GCHandleType.Pinned);

            SolverCommandBuffer.Clear();
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.SetRenderParameters,
                                             gcparamBuffer.AddrOfPinnedObject());
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            gcparamBuffer.Free();
        }

        private void ClearCameraCommandBuffers()
        {
            // clear all rendering command buffers if not rendering
            foreach (KeyValuePair<Camera, CommandBuffer> entry in CameraCBs)
            {
                if (entry.Key != null)
                {
                    entry.Key.RemoveCommandBuffer(ActiveInjectionPoint, entry.Value);
                }
            }
            CameraCBs.Clear();
            Cameras.Clear();
        }

        /// <summary>
        ///     Rendering callback which is called by every camera in the scene
        /// </summary>
        internal void RenderCallBack(Camera cam, float renderPipelineRenderScale = 1.0f)
        {
            if (cam.cameraType == CameraType.Preview || cam.cameraType == CameraType.Reflection ||
                cam.cameraType == CameraType.VR)
            {
                ClearCameraCommandBuffers();
                return;
            }

            if (!cam.isActiveAndEnabled && cam.cameraType != CameraType.SceneView)
            {
                return;
            }

            UpdateCameraResolution(cam, renderPipelineRenderScale);

            // Need at least 2 simulation frames to start rendering
            if (!IsRenderingEnabled())
            {
                return;
            }

            if (!CameraResourcesMap.ContainsKey(cam))
            {
                CameraResourcesMap[cam] = new CameraResources();
            }

            // Re-add command buffers to cameras with new injection points
            if (CurrentInjectionPoint != ActiveInjectionPoint)
            {
                foreach (KeyValuePair<Camera, CommandBuffer> entry in CameraCBs)
                {
                    entry.Key.RemoveCommandBuffer(ActiveInjectionPoint, entry.Value);
                    entry.Key.AddCommandBuffer(CurrentInjectionPoint, entry.Value);
                }
                ActiveInjectionPoint = CurrentInjectionPoint;
            }

            bool visibleInCamera =
                (RenderPipelineDetector.GetRenderPipelineType() != RenderPipelineDetector.RenderPipeline.BuiltInRP) ||
                ((cam.cullingMask & (1 << this.gameObject.layer)) != 0);

            if (!visibleInCamera || MaterialParameters.FluidMeshMaterial == null ||
                (EnableDownscale && MaterialParameters.UpscaleMaterial == null) ||
                (VisualizeSceneSDF && MaterialParameters.SDFRenderMaterial == null))
            {
                if (CameraCBs.ContainsKey(cam))
                {
                    cam.RemoveCommandBuffer(ActiveInjectionPoint, CameraCBs[cam]);
                    CameraCBs[cam].Clear();
                    CameraCBs.Remove(cam);
                }

                return;
            }

            bool isDirty = SetMaterialParams(cam);
            isDirty = UpdateNativeTextures(cam, renderPipelineRenderScale) || isDirty;
            isDirty = !CameraCBs.ContainsKey(cam) || isDirty;
            InitializeNativeCameraParams(cam);
            UpdateCamera(cam);

            if (RenderPipelineDetector.GetRenderPipelineType() != RenderPipelineDetector.RenderPipeline.BuiltInRP)
            {
#if UNITY_PIPELINE_HDRP || UNITY_PIPELINE_URP
                // upload camera parameters
                SolverCommandBuffer.Clear();
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.SetCameraParameters, CamNativeParams[cam]);
                Graphics.ExecuteCommandBuffer(SolverCommandBuffer);
#endif
            }
            else
            {
                if (!CameraCBs.ContainsKey(cam) || isDirty)
                {
                    CommandBuffer renderCommandBuffer;
                    if (isDirty && CameraCBs.ContainsKey(cam))
                    {
                        renderCommandBuffer = CameraCBs[cam];
                        renderCommandBuffer.Clear();
                    }
                    else
                    {
                        // Create render command buffer
                        renderCommandBuffer = new CommandBuffer { name = "ZibraLiquid.Render" };
                        // add command buffer to camera
                        cam.AddCommandBuffer(ActiveInjectionPoint, renderCommandBuffer);
                        // add camera to the list
                        CameraCBs[cam] = renderCommandBuffer;
                    }

                    // enable depth texture
                    cam.depthTextureMode = DepthTextureMode.Depth;

                    // update native camera parameters

                    if (IsBackgroundCopyNeeded(cam))
                    {
                        renderCommandBuffer.Blit(BuiltinRenderTextureType.CurrentActive,
                                                 CameraResourcesMap[cam].Background);
                    }

                    if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
                    {
                        renderCommandBuffer.SetRenderTarget(
                            Color0, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, Depth,
                            RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
                        renderCommandBuffer.ClearRenderTarget(true, true, Color.clear);
                    }
                    RenderLiquidNative(renderCommandBuffer, cam);
                    RenderFluid(renderCommandBuffer, cam);
                }
            }
        }

        private ParticleSpeciesParameters GetSpeciesParametersDefault()
        {
            ParticleSpeciesParameters speciesParameters = new ParticleSpeciesParameters();
            speciesParameters.Gravity = SolverParameters.Gravity / 100.0f;
            speciesParameters.AffineAmmount = 4.0f * (1.0f - SolverParameters.Viscosity);
            speciesParameters.LiquidStiffness = SolverParameters.FluidStiffness;
            speciesParameters.RestDensity = SolverParameters.ParticleDensity;
            speciesParameters.SurfaceTension = SolverParameters.SurfaceTension;
            speciesParameters.AffineDivergenceDecay = 1.0f;
            speciesParameters.Material =
                new Vector3(SolverParameters.Material1, SolverParameters.Material2, SolverParameters.Material3);
            speciesParameters.VelocityLimit = SolverParameters.MaximumVelocity;
            return speciesParameters;
        }

        private ParticleSpeciesParameters GetSpeciesParameters(
            ZibraLiquidSolverParameters.SolverSettings thisSolverParameters)
        {
            ParticleSpeciesParameters speciesParameters = new ParticleSpeciesParameters();
            speciesParameters.Gravity = thisSolverParameters.Gravity / 100.0f;
            speciesParameters.AffineAmmount = 4.0f * (1.0f - thisSolverParameters.Viscosity);
            speciesParameters.LiquidStiffness = thisSolverParameters.FluidStiffness;
            speciesParameters.RestDensity = thisSolverParameters.ParticleDensity;
            speciesParameters.SurfaceTension = thisSolverParameters.SurfaceTension;
            speciesParameters.AffineDivergenceDecay = 1.0f;
            speciesParameters.Material = new Vector3(thisSolverParameters.Material1, thisSolverParameters.Material2,
                                                     thisSolverParameters.Material3);
            speciesParameters.VelocityLimit = thisSolverParameters.MaximumVelocity;
            return speciesParameters;
        }

        private void SetInteropBuffer<T>(IntPtr NativeBuffer, List<T> list)
        {
            long LongPtr = NativeBuffer.ToInt64();
            for (int I = 0; I < list.Count; I++)
            {
                IntPtr Ptr = new IntPtr(LongPtr);
                Marshal.StructureToPtr(list[I], Ptr, true);
                LongPtr += Marshal.SizeOf(typeof(T));
            }
        }

        private void UpdateInteropBuffers()
        {
            Marshal.StructureToPtr(LiquidParameters, NativeFluidData, true);

            if (ManipulatorManager.Elements > 0)
            {
                SetInteropBuffer(NativeManipData, ManipulatorManager.ManipulatorParams);
            }

            if (ManipulatorManager.SDFObjectList.Count > 0)
            {
                SetInteropBuffer(NativeSDFData, ManipulatorManager.SDFObjectList);
            }

            List<ParticleSpeciesParameters> SpeciesList = new List<ParticleSpeciesParameters>();
            SpeciesList.Add(GetSpeciesParametersDefault());

            foreach (var species in SolverParameters.AdditionalParticleSpecies)
            {
                SpeciesList.Add(GetSpeciesParameters(species));
            }

            SetInteropBuffer(NativeSolverData, SpeciesList);
        }

        private void UpdateSolverParameters()
        {
            // Update fluid parameters

            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.UpdateLiquidParameters, NativeFluidData);
            if (ManipulatorManager.Elements > 0)
            {
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.UpdateManipulatorParameters, NativeManipData);
            }

            if (ManipulatorManager.SDFObjectList.Count > 0)
            {
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.UpdateSDFObjects, NativeSDFData);
            }

            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.UpdateSolverParameters, NativeSolverData);
        }

        private void RenderCallBackWrapper(Camera cam)
        {
            try
            {
                RenderCallBack(cam);
            }
            catch (Exception e)
            {
                Debug.LogException(e);
            }
        }

        private void StepPhysics()
        {
            SolverCommandBuffer.Clear();

            ForceCloseCommandEncoder(SolverCommandBuffer);

            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                             LiquidBridge.EventID.ClearSDFAndID);

            SetFluidParameters();

            ManipulatorManager.UpdateDynamic(SolverCommandBuffer, this, Timestep);

            UpdateInteropBuffers();
            UpdateSolverParameters();

            // execute simulation
            LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID, LiquidBridge.EventID.StepPhysics);
            Graphics.ExecuteCommandBuffer(SolverCommandBuffer);

            // update internal time
            SimulationInternalTime += Timestep;
            SimulationInternalFrame++;
        }

        private void UpdateManipulatorStatistics()
        {
            /// ManipulatorStatistics GPUReadback
            if (!IsSimulationEnabled() || ManipulatorManager.Elements == 0)
            {
                return;
            }

            UInt32 size = (UInt32)ManipulatorManager.Elements * STATISTICS_PER_MANIPULATOR;
            IntPtr readbackData = LiquidBridge.ZibraLiquid_GPUReadbackGetData(CurrentInstanceID, size * sizeof(Int32));
            if (readbackData != IntPtr.Zero)
            {
                Int32[] Stats = new Int32[size];
                Marshal.Copy(readbackData, Stats, 0, (Int32)size);
                ManipulatorManager.UpdateStatistics(this, Stats, Manipulators, SolverParameters, SDFColliders);
            }
        }

        private void SetFluidParameters()
        {
            SolverParameters.ValidateParameters();

            LiquidParameters.GridSize = GridSize;
            LiquidParameters.ContainerScale = ContainerSize;
            LiquidParameters.NodeCount = GridNodeCount;
            LiquidParameters.SimulationParamsContainerPos = transform.position;
            LiquidParameters.TimeStep = Timestep;

            LiquidParameters.SimulationFrame = SimulationInternalFrame;
            LiquidParameters.DensityBlurRadius = MaterialParameters.FluidSurfaceBlur;
            LiquidParameters.LiquidIsosurfaceThreshold = AdvancedRenderParameters.IsoSurfaceLevel;
            LiquidParameters.VertexOptimizationStep = AdvancedRenderParameters.VertexOptimizationStep;
            LiquidParameters.EnableContainerMovementFeedback = EnableContainerMovementFeedback ? 1 : 0;

            // ParticleTranslation is set by native plugin

#if UNITY_ANDROID
            var FoamParticlesEnabled = 0;
            var MaxFoamParticles = 0;
#else
            var FoamParticlesEnabled = MaterialParameters.EnableFoam ? 1 : 0;
            var MaxFoamParticles = this.MaxFoamParticles;
#endif

            float MaxVelocityLimit = SolverParameters.MaximumVelocity;
            for (int i = 0; i < SolverParameters.AdditionalParticleSpecies.Count; i++)
            {
                MaxVelocityLimit =
                    Mathf.Max(MaxVelocityLimit, SolverParameters.AdditionalParticleSpecies[i].MaximumVelocity);
            }
            LiquidParameters.GlobalVelocityLimit = MaxVelocityLimit;

            LiquidParameters.MinimumVelocity = SolverParameters.MinimumVelocity;
            // BlurNormalizationConstant set by native plugin
            LiquidParameters.MaxParticleCount = MaxNumParticles;
            LiquidParameters.VisualizeSDF = VisualizeSceneSDF ? 1 : 0;

            LiquidParameters.SimulationTime = SimulationInternalTime;
            LiquidParameters.FoamParticleLifetime = MaterialParameters.FoamParticleLifetime;
            LiquidParameters.MaxEffectParticleCount = MaxFoamParticles;
            LiquidParameters.FoamBuoyancy = SolverParameters.FoamBuoyancy;
            LiquidParameters.ParticleSpeciesCount = SolverParameters.AdditionalParticleSpecies.Count + 1;
            LiquidParameters.EnableFoam = FoamParticlesEnabled;
        }

        private void ClearRendering()
        {
            Camera.onPreRender -= RenderCallBackWrapper;

            ClearCameraCommandBuffers();

            // free allocated memory
            foreach (var data in CamNativeParams)
            {
                Marshal.FreeHGlobal(data.Value);
            }

            foreach (var resource in CameraResourcesMap)
            {
                if (resource.Value.Background != null)
                {
                    resource.Value.Background.Release();
                    resource.Value.Background = null;
                }
            }

            CameraResourcesMap.Clear();

            ZibraLiquidGPUGarbageCollector.SafeRelease(Color0);
            Color0 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(Color1);
            Color1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(Color2);
            Color2 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(UpscaleColor);
            UpscaleColor = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(VertexIDGrid);
            VertexIDGrid = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(VertexBuffer0);
            VertexBuffer0 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(VertexBuffer1);
            VertexBuffer1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(TransferDataBuffer);
            TransferDataBuffer = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(MeshRenderIndexBuffer);
            MeshRenderIndexBuffer = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(QuadBuffer);
            QuadBuffer = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(VertexProperties);
            VertexProperties = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(GridNormalTexture);
            GridNormalTexture = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(DensityTexture);
            DensityTexture = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(VelocityTexture);
            VelocityTexture = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(SDFGridTexture);
            SDFGridTexture = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(EmbeddingsTexture);
            EmbeddingsTexture = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(HeightmapTexture);
            HeightmapTexture = null;
            CamNativeParams.Clear();

            MaxFoamParticles = 0;
        }

        private void ClearSolver()
        {
            if (SolverCommandBuffer != null)
            {
                LiquidBridge.SubmitInstanceEvent(SolverCommandBuffer, CurrentInstanceID,
                                                 LiquidBridge.EventID.ReleaseResources);
                Graphics.ExecuteCommandBuffer(SolverCommandBuffer);
            }

            if (SolverCommandBuffer != null)
            {
                SolverCommandBuffer.Release();
                SolverCommandBuffer = null;
            }

            ZibraLiquidGPUGarbageCollector.SafeRelease(PositionMass);
            PositionMass = null;
            if (Affine != null)
            {
                ZibraLiquidGPUGarbageCollector.SafeRelease(Affine[0]);
                Affine[0] = null;
                ZibraLiquidGPUGarbageCollector.SafeRelease(Affine[1]);
                Affine[1] = null;
            }
            ZibraLiquidGPUGarbageCollector.SafeRelease(GridData);
            GridData = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(IndexGrid);
            IndexGrid = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(NodeParticlePairs0);
            NodeParticlePairs0 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(NodeParticlePairs1);
            NodeParticlePairs1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(EffectParticleData0);
            EffectParticleData0 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(EffectParticleData1);
            EffectParticleData1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(RadixGroupData1);
            RadixGroupData1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(RadixGroupData2);
            RadixGroupData2 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(RadixGroupData3);
            RadixGroupData3 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(PositionMassCopy);
            PositionMassCopy = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(GridNormal);
            GridNormal = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(GridBlur0);
            GridBlur0 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(GridBlur1);
            GridBlur1 = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(MassCopy);
            MassCopy = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(TmpSDFBuff);
            TmpSDFBuff = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(ParticleNumber);
            ParticleNumber = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(DynamicManipulatorData);
            DynamicManipulatorData = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(ParticleSpeciesData);
            ParticleSpeciesData = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(SDFObjectData);
            SDFObjectData = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(ManipulatorStatistics);
            ManipulatorStatistics = null;
            ZibraLiquidGPUGarbageCollector.SafeRelease(Counters);
            Counters = null;
            if (!Application.isEditor)
            {
                Destroy(LiquidMesh);
            }
            else
            {
                DestroyImmediate(LiquidMesh);
            }

            Marshal.FreeHGlobal(NativeManipData);
            NativeManipData = IntPtr.Zero;
            Marshal.FreeHGlobal(NativeFluidData);
            NativeFluidData = IntPtr.Zero;

            CurrentTextureResolution = new Vector2Int(0, 0);
            GridSize = new Vector3Int(0, 0, 0);
            CurrentParticleNumber = 0;
            GridNodeCount = 0;
            SimulationInternalFrame = 0;
            SimulationInternalTime = 0.0f;
            Timestep = 0.0f;
            CamRenderResolutions.Clear();
            CamNativeResolutions.Clear();

            // DO NOT USE AllFluids.Remove(this)
            // This will not result in equivalent code
            // ZibraLiquid::Equals is overriden and don't have correct implementation

            if (AllFluids != null)
            {
                for (int i = 0; i < AllFluids.Count; i++)
                {
                    var fluid = AllFluids[i];
                    if (ReferenceEquals(fluid, this))
                    {
                        AllFluids.RemoveAt(i);
                        break;
                    }
                }
            }
        }

        private void OnApplicationQuit()
        {
            // On quit we need to destroy liquid before destroying any colliders/manipulators
            OnDisable();
        }

        // dispose the objects
        private void OnDisable()
        {
            ReleaseSimulation();
        }

        private float ByteArrayToSingle(byte[] array, ref int startIndex)
        {
            float value = BitConverter.ToSingle(array, startIndex);
            startIndex += sizeof(float);
            return value;
        }

        private int ByteArrayToInt(byte[] array, ref int startIndex)
        {
            int value = BitConverter.ToInt32(array, startIndex);
            startIndex += sizeof(int);
            return value;
        }

        private BakedInitialState ConvertBytesToInitialState(byte[] data)
        {
            int startIndex = 0;

            int header = ByteArrayToInt(data, ref startIndex);
            if (!IsValidBakedLiquidHeader(header))
            {
                throw new Exception("Invalid baked liquid data.");
            }

            int particleCount = ByteArrayToInt(data, ref startIndex);
            if (particleCount > MaxNumParticles)
            {
                throw new Exception("Baked data have more particles than max particle count.");
            }

            BakedInitialState initialStateData = new BakedInitialState();
            initialStateData.ParticleCount = particleCount;
            initialStateData.Positions = new Vector4[particleCount];

            if (header == BAKED_LIQUID_PAID_HEADER_VALUE)
            {
                for (int i = 0; i < particleCount; i++)
                {
                    for (int j = 0; j < 3; j++)
                    {
                        initialStateData.Positions[i][j] = ByteArrayToSingle(data, ref startIndex);
                    }

                    initialStateData.Positions[i].w = 0.0f;
                }
            }
            else if (header == BAKED_LIQUID_PRO_HEADER_VALUE)
            {
                for (int i = 0; i < particleCount; i++)
                {
                    for (int j = 0; j < 4; j++)
                    {
                        initialStateData.Positions[i][j] = ByteArrayToSingle(data, ref startIndex);
                    }
                }
            }

            initialStateData.AffineVelocity = new Vector2Int[4 * particleCount];
            for (int i = 0; i < particleCount; i++)
            {
                for (int j = 0; j < 2; j++)
                {
                    initialStateData.AffineVelocity[4 * i + 3][j] = ByteArrayToInt(data, ref startIndex);
                }
            }

            return initialStateData;
        }

        private BakedInitialState LoadInitialStateAsset()
        {
            byte[] data = BakedInitialStateAsset.bytes;
            return ConvertBytesToInitialState(data);
        }

        /// <summary>
        ///     Apply currently set initial conditions
        /// </summary>
        private void ApplyInitialState()
        {
            switch (InitialState)
            {
            case InitialStateType.NoParticles:
                LiquidParameters.ParticleCount = 0;
                break;
            case InitialStateType.BakedLiquidState:
                if (BakedInitialStateAsset)
                {
                    BakedInitialState initialStateData = LoadInitialStateAsset();
                    PositionMass.SetData(initialStateData.Positions);
                    Affine[0].SetData(initialStateData.AffineVelocity);
                    Affine[1].SetData(initialStateData.AffineVelocity);
                    LiquidParameters.ParticleCount = initialStateData.ParticleCount;
                }
                else
                {
                    LiquidParameters.ParticleCount = 0;
                }

                break;
            }
        }

        private Matrix4x4 CalculateEyeRayCameraCoeficients(Camera cam)
        {
            float fovTan = Mathf.Tan(cam.fieldOfView * 0.5f * Mathf.Deg2Rad);
            if (cam.orthographic)
            {
                fovTan = 0.0f;
            }
            Vector3 r = cam.transform.right * cam.aspect * fovTan;
            Vector3 u = -cam.transform.up * fovTan;
            Vector3 v = cam.transform.forward;

            return new Matrix4x4(new Vector4(r.x, r.y, r.z, 0.0f), new Vector4(u.x, u.y, u.z, 0.0f),
                                 new Vector4(v.x, v.y, v.z, 0.0f), new Vector4(0.0f, 0.0f, 0.0f, 0.0f))
                .transpose;
        }

        void ValidateColliders()
        {
            if (SDFColliders != null)
            {
                HashSet<ZibraLiquidCollider> colliderSet = new HashSet<ZibraLiquidCollider>(SDFColliders);
                colliderSet.Remove(null);
                SDFColliders = new List<ZibraLiquidCollider>(colliderSet);
                SDFColliders.Sort(new SDFColliderCompare());
            }
        }

        void ValidateManipulators()
        {
            if (Manipulators != null)
            {
                HashSet<Manipulator> manipulatorsSet = new HashSet<Manipulator>(Manipulators);
                manipulatorsSet.Remove(null);
                Manipulators = new List<Manipulator>(manipulatorsSet);
                Manipulators.Sort(new ManipulatorCompare());
            }
        }

        internal ZibraLiquidCollider HasGivenCollider(GameObject collider)
        {
            foreach (var col in SDFColliders)
            {
                if (col.gameObject == collider)
                {
                    return col;
                }
            }
            return null;
        }
#endregion
    }
}
