Unity C# Voxel Compute Shader Test
Simple side project that I will eventually integrate into the main voxel terrain generator.
Takes in an input (written in C#) and transpiles it to HLSL. Allows you to "inject" properties for easy debugging and fiddling around with values. I might make a proper demo video that explains how it works in detail and some of the features, but for now there are the supported features / nodes
- Simple nodes for binary operations (addition, subtraction, multiplication, division)
- Gradient node that takes in a unity gradient and stores it in a temporary texture to be sampled inside the shader
- Transformation node that transforms any given point using a 4x4 matrix
- Cache node that stores the previous operations leading up to that node in its own compute kernel execution. Allows us to downsample it or execute it in 2D only or repeat it. This is the main reason I wanted to implement a system like this.
- Remap node that remaps a value from one range to another
- GPU side visualization using surface nets and indexed indirect draw
Science & Technology