Decided to give @skilful's liquid shader a go in @UnrealEngine. Went all in on the 2-sided method, which unfortunately means it's a bit limited to being opaque #gamedev #techart #shaderspic.twitter.com/86j6de0gHv
Still a few problems to solve but it serves its purpose - I am interested to see how the original is made. I looked at raytracing a plane/isosurface, but it'd require some kind of precomputed volume to represent the depth of the glass/rendering back to front