URP Cookbook: Compute shaders - Part 2: Flocking

https://www.youtube.com/watc...
This video on compute shaders is based on recipes from our newly updated e-book, The Universal Render Pipeline cookbook: recipes for shaders and visual effects for Unity 6. Following part 1 of the compute shaders series, we will create more advanced logic on the GPU, replicating the flocking behavior of birds This is the second video in a 3-part series, covering: ✔ Creating particles on the GPU ✔ Simulating flocking behavior ✔ Vertex animation (coming next) In the e-book you’ll find new recipes with concrete examples of various techniques useful to most developers. ⭐Download the URP cookbook: Recipes for shaders and visual effects e-book here: https://unity.com/resources/create-shaders-visual-effects-urp-unity-6 ⭐Get the companion sample project to follow along here: https://github.com/NikLever/Unity-URP-Cookbook-Unity6 ⭐Download the Introduction to URP for advanced creators (Unity 6 edition) e-book here: https://unity.com/resources/introduction-to-urp-advanced-creators-unity-6 Find all of Unity’s technical e-books plus more best practices here: https://unity.com/how-to
Home
/
Indie Game Developers
/
Unity
/
URP Cookbook: Compute shaders - Part 2: Flocking