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modular particle system using compute shaders.

C# 69.11% GLSL 30.02% HLSL 0.87%
unity unity3d commandbuffer deferred shadow compute-shader geometry-shader modular

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 are managed by one ParticleCSManager.

gif

feel free to use this code as you wish, any contributions and pull requests are welcome. Tested on Win10 with 2019.1.10f1.

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.

replacing the emitter:

here is a gif of a quick modification of the system with Ethan and his super jumping powers. gif

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