Minimal Compute Shader Examples
Minimal test scenes contains compute shaders, compute buffers etc
Playing with the transport between CPU <-> GPU
Unity version : 2021.2+, contains both BuiltinRP
and Universal RP (URP)
scenes
Tested with : Win DX11
Scene
Image
Description
ComputeUAVTexture
The most basic one, edit texture with compute shader
ComputeUAVTexFlow
Example of using compute to animate texture pixels
ComputePaintTexture
Paint the texture by sending object positions to compute shader
StructuredBufferWithCompute
Another basic one, use compute to calculate some data and send back to CPU
StructuredBufferNoCompute
ComputeBuffer doesn't always need to stick with ComputeShader
IndirectCompute
Simple indirect compute (indirect dispatch) and CopyCount
IndirectReflectedStar
Draw stars on the screen only if the pixels are bright enough
ComputeParticlesDirect
GPU Particle, drawing fixed no. of particles
ComputeParticlesIndirect
GPU Particle, drawing dynamic no. of particles, no need to read back to CPU!
ComputeVertex
Replace vertex buffer with StructuredBuffer and drive vertex displacement by compute
SkinnedMeshBuffer
Blend the vertex data from 2 SkinnedMeshRenderer vertex buffer and render it with MeshRenderer
SkinnedMeshBuffer_DiffMesh
Similar to above but blending 2 different SkinnedMeshes. The blended triangles are drawn with DrawMeshInstancedIndirect()
ComputeVertexLit
A usecase of ComputeVertex so that different shader passes share same vertex data
UAVInShader
Read some data back to CPU from fragment shader
AsyncGPUReadback
Similar to StructuredBufferWithCompute, but use AsyncGPUReadback to get array data back to CPU
AsyncGPUReadbackTex
Similar to ComputeUAVTexture, but use AsyncGPUReadback to get texture data back to CPU
AsyncGPUReadbackMesh
It is much faster to update mesh vertices with compute + AsyncGPUReadback to get the vertex data back to CPU for physics
Disclaimer: The stuff here might not be the best practice / optimized :'(. But at least they works. Play them for fun.