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Compute shader: The power of parallel computation
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About me
Hi everybody, I am Vincent a game designer and unity game developer. I would like to share some demo using Unity compute shader.

Introduction
A total 5 million particles has been spawned and simulated in run time with 60 fps using nvidia 1050ti graphic card, every particle has their position and velocity calculated on GPU, passing the position data to a custom shader and render on screen during OnRenderObject Monobehaviour.

What makes the number 5 million possible
  1. Every particle is not a game object, they are concept on the GPU buffer
  2. Compute shader on GPU allows massive amount of computation been done
  3. Every particle has only one vertex count and render as a point ( Which does not work on iOS metal )
  4. Data sharing between compute pipeline and render pipeline

Conclusion
There were a lot more possibility in compute shader, I hope my project can inspire you making something cool with compute shader

Reference
Compute Shader Tutorial
Lorenz System

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Vincent
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