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.
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.
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.