Dec - Jan, 2025
Unity Compute Shader Optimization
A Unity compute shader project that renders a 3D graph made of geometric shapes - each cube instanced on the GPU based on where it should sit in a mathematical function, like waves, ripples, and spheres. An HLSL shader colors the cubes based on position, adding depth and variation across the surface.
A companion fractal system uses Unity's Job System to animate thousands of transformations across a large recursive structure without tanking performance, with a second HLSL shader adding color variation so the fractal reads as organic rather than uniform.
Unity
HLSL
Compute shaders
Job System / Burst
+ Notes
Built with the help of Jasper Flick's tutorials at CatlikeCoding, which were a big part of understanding procedural generation, Unity's Burst compiler, and GPU instancing.