For an upcoming sally dark ride
Creating a slime shader that works on a liquid simulation ended up being a fun and interesting endeavor. It's still being tweaked to have the velocity match that of the simulation but it currently working as intended.
In order to get that disgusting gooey goodness i layered multiple flow maps using different normals and then layered them with a bump offset to give the appearance of extra goo in the center. Adding on a sss and multiple color masks makes it very diverse so we could have subtle color changes to better compliment the creature textures. Different speed options exist for the top and inner layer so they could be changed to match the speed of the animation and give the sense that the goo isn't all moving at the same speed.
To reduce speed on certain parts of the creature and where the goo sticks to the wall I had to create distance fields where the flow slowed down when it interacted with invisible objects I placed around the scene