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modular particle system using compute shaders.

C# 69.11% GLSL 30.02% HLSL 0.87%

modular-deferred-gpu-particle-system's Introduction

modular Compute Shader based Particle System

After understanding deferred lightning and unity's render pipeline with its command buffers, I wanted to find a clean way to create modular particle system.

Basically, there are different compute shaders which all render to the same buffers. Each Compute Shader is controlled by a script whereas its base is inherited from a ParticleBase class which again is managed by one ParticleCSManager.

gif

feel free to use this code as you wish, any contributions and pull requests are welcome. Tested on a regular laptop with Win10 using unity 2019.1.10f1, spawning 1.5mio particles.

thanks

Obviously I learned a lot creating this little project, so kudos again to the people mentioned here. The modularized system and even some bits of code is heavily inspired by a workshop held by milo and raul, back in 2015 at the node15 festival.

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