There are 6 repositories under compute-shaders topic.
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A GPU Particle System for Unity ✨capable of simulating and rendering millions of particles at once 💥
DirectX 11 Renderer written in C++11
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware.
A Minecraft clone demo (master thesis)
A language for WebGPU that makes writing shaders easier
Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8
Water Shader Prototype for Godot
An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.
Compute shaders & export HQ frames. Features shader hot reload and audio/video input for live manipulation.
A Godot 4 plugin allowing for easy use of compute shaders.
🌋🖖🏽 PBR, IBL, Clustered Forward Shading, Path Tracing, Shadow Mapping, and more!
Real-Time Vulkan Renderer with features like PBR, IBL, and more.
🎮 A collection of game development algorithms and techniques
Voxel Terrain Generator for Unity ECS
Develop a 3D interactive graphics rendering engine
CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton.
DEPRECATED - check out https://github.com/tommybazar/TBRaymarchProject for a much improved version!
UE5 Niagara Compute Shader Integration Example (Boids)
Playing with Metal
Learning compute shaders in public, in Godot 4
Path-tracing in Godot 4 using vulkan compute shaders
A tiny library for launching compute shaders on D3D11, Metal and Vulkan
2D and 3D GPU implementations of Jos Stam's infamous Stable Fluids paper in Unity
Counter-Strike 2 responsive smoke w/ Unity Compute Shader
3D Flocking in Unity with the Compute Shader
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Unity + Compute shaders + GPU Radix sort + LBVH + Wave intrinsics + Raytracing
Brute Force calculation of n body simulation using compute shaders
Learn and understand compute shader operations and control flow.