#computeshaders
How Game Engines Make Shaders Easy
YouTube video by Acerola
youtu.be
March 2, 2025 at 10:18 AM
The progress over this is astonishing - it has now a translucent shader for the liquid, just take a look:

#MadeWithDefold #gamedev #physics #computeshaders #simulation #liquidsimulation #indiedev
February 12, 2026 at 11:44 AM
Working on a fluid simulation with a Jacobi Solver using a quadtree for adaptive resolution. Still WIP need to transfer some diffusion information across edges. #GameDev #TechArt #ComputeShaders #unity3d
October 9, 2024 at 9:10 AM
Recently, I've been adding support for WebGPU and Vulkan (alongside OpenGL) to my homebrew engine. To inaugurate support for compute shaders, here's a side-by-side of classic DDA vs. Hierarchical DDA on a 256^3 voxel field. #WebGPU #Vulkan #ComputeShaders #GameDev
July 6, 2025 at 8:12 PM
The Jacobi Solver is finally functional with diffusion transfer across quadtree nodes!🌟
The quadtree structure is visible through the diffusion, as it's dependent on the resolution.
Will try to limit this by tweaking some parameters
#gamedev #techart #computeshaders #unity3d
December 6, 2024 at 9:56 AM
Here's an update on my Jacobi Solver.
I've integrated diffusion transfer across quadtree nodes - still not perfect, but it's getting closer
#GameDev #TechArt #ComputeShaders #Unity3D
December 3, 2024 at 2:04 PM
For this interview series, ArmaniXR meets with @sim.red to hear more about how he created VRC Light Volumes and so much more for worlds in social VR! You can learn more about his journey below. #VRChat #computeshaders #socialVR #gamedev 💙💛

armanixr.substack.com/p/vrc-light-...
Let There Be VRC Light Volumes: Part 1
Part of the "VR is Alive" Spotlight Series, Season Three
armanixr.substack.com
September 15, 2026 at 7:09 PM
A very crude, but very successful first test of #computeshaders in the engine, with the result being read back in C# once the shader completes.

A bit of cleaning up to do, then a trial run with offloading parts of the ECS onto the GPU.

#gamedev #indiedev #vulkan #gameengine
May 22, 2026 at 9:23 PM
For part 2 of this interview series, @sim.red speaks on how to use VRC Light Volumes with Unity and how social life has been in VR over multiple years. 💙💛 #VRChat #computeshaders #socialVR #gamedev

armanixr.substack.com/p/vrc-light-...
Let There Be VRC Light Volumes: Part 2
Part of the "VR is Alive" Spotlight Series, Season Three
armanixr.substack.com
September 16, 2026 at 7:23 PM
Chapter 5 of Mastering ComputeShaders with Unity 6 all wrapped up. Learn to create a GPU based physics engine. Pre-order at a great discount. The discount reduces the nearer the book comes to complete. jettelly.com/store/master... #unity #gamedev #shaders #hlsl
December 22, 2025 at 10:00 AM
An experiment implementing the BOID algorithm (used a lot for crowd simulation in games) with ComputeShaders, thus passing the load to the gpu which is much more optimized to do something like this.
Got great performance even with my very weak notebook GPU. Easy 60fps with 500 boids. #gamedev
December 16, 2024 at 11:21 PM
Tiny metaballs experiment on Meta Quest.

A prototype that will never see the light.

Built on top of Keijiro’s ComputeMarchingCubes: github.com/keijiro/Comput…#MetaQuests#MixedRealityt#Unity3D3#ComputeShadersr#Metaballsls
April 27, 2026 at 10:25 PM
To start, I’m planning to cover:
🧠 AI Controllers & Enemy Behavior Trees – A must for responsive NPCs!
⚡ Compute Shaders (in the near future?) – Exploring advanced graphics & performance boosts.

What challenges are you facing in UE5? Let me know below! ⬇️

#GameAI #ComputeShaders #UnrealEngine #UE5
March 11, 2025 at 7:32 AM
Accessing triangle data from Compositor Shader.
klaas: > I would still say that your first approach to provide all the vertex data to your shader would kill your performance massively. OpenGL, Vulkan, and DirectX have Geometry Shaders, so the underlying API of Forward+ should be capable of doing this calculator with reasonable cost. As mentioned in this GitHub issue, Godot doesn’t plan to add support for GeometryShaders, and suggests to ComputeShaders instead. My current understanding is that to run ComputeShaders inside Rendering Pipeline I have to use Compositor API, which leads to my initial question of: How do I access geometry data inside of ComputeShader inside of Compositor (or Rendering Pipeline) ? The GPU already does the calculation of all the normals of all the visible triangles and pixels on the screen, so my estimation is that this wouldn’t take more time than rendering the same scene twice. I found this method, and I’m trying to understand what exactly is in these buffers, and if I can somehow get the geometry data from there ? As I mentioned above, I don’t know the performance implication yet, but I’d like to actually try it and measure it to decide if such shader is viable for my use case. klaas: > Also if you use bone deformation the vertex position wouldn’t be correct since deformation runs in a shader and not on the vertexbuffer itself. Simulating deformations by script would totaly dump your fps. That’s a very good point. I didn’t know how the animation affected vertex buffers. And I do agree that simulating deformations seems like an overkill. Would it be possible to access the geometry data after the deformations are performed ? klaas: > Let’s try a different approach: If you would write a fragment shader which information would you need in detail to get your result per pixel when rastering? > > Maybe an extra render pass can provide you with all the information you need. One idea I had is to use a custom discontinuity texture - essentially paint regions I want to separate with highlight lines with different colors, and then detect boundaries between these regions with edge detection algo. I guess since there are around 16M colors it would be sufficient for all game objects I’d potentially have in a scene (or in a game even). It’s a good suggestion. I’m going to also explore the idea of computing the custom discontinuity texture at asset import time and using it as an input to the Fragment shader. Related question: If I run Fragment Shader as 2nd pass on ShaderMaterial, is it somehow possible to know if it’s an “edge fragment” ? Meaning that there is no adjacent fragment belonging to the same geometry on the sides of this fragment ? (this however won’t solve the cavity issue, but I guess I could precompute additional cavity texture as process it inside of FragmentShader to highlight cavities as a solution for static object, still no idea how would I do this for animations) klaas: > Okay, i think i have a glimps of what you try to achive. I’ve managed to find this, which is vaguely similar to what I’m trying to achieve, and it seems like they were able to solve it to some degree. So I’m pretty sure there is a way of doing it. The main question is if there is a performant-enough way of running this kind of shader in the context of Godot engine. Just to add more context and clarify my intentions: I’m working on a shader that highlight certain edges in the mesh based on 2 criteria: 1. edge have only 1 visible adjacent triangle (the other triangle is either invisible because of culling, or non existent) - this is similar to Outline/Silhouette/Contour of an object 2. angle of adjacent triangles in a specified range - this is possibly similar to cavity map as you mentioned above
forum.godotengine.org
February 19, 2025 at 10:14 AM
The last chapter in my Jettelly book 'Mastering ComputeShaders with Unity 6' is all about fluid simulations. Get the book at a great discount while it is in pre-order jettelly.com/store/master...
January 29, 2026 at 5:46 AM
I'm currently working on a book explaining how to use ComputeShaders in Unity 6.
Follow this link to download a FREE sample. jettelly.com/store/master...
Mastering Compute Shaders in Unity 6
jettelly.com
November 8, 2025 at 7:59 AM