Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
The result is not bad, still heavy with a high definition lattice but it can be managed in a small area with a good FPS (120-150 here).
Physics is fully processed on GPU with my early build of Katana Particle System.
Isosurface and Marching Cube algorithms are not an easy subject but I found interesting articles and I ported some C++ sources (DirectX10) from Nvidia to Unity (DirectX11). Here are some links: