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Learn to Write Unity Compute Shaders by Penny Holistic3D, Nicholas Lever, Penny de Byl

Learn to Write Unity Compute Shaders by Penny Holistic3D, Nicholas Lever, Penny de Byl

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Author:Penny Holistic3D, Nicholas Lever, Penny de Byl

Duration:5h 51m

Release date:2024, November

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unity

Course URL:https://www.udemy.com/course/compute-shaders

Stop bottlenecking your CPU and learn to harness the GPU's parallel power with Unity Compute Shaders for blisteringly fast game effects, physics, and simulations.

Stop leaving your GPU idle while your CPU chokes. This course is your hands-on guide to writing Unity Compute Shaders, letting you offload heavy data-crunching tasks to the graphics card. You’ll move from the absolute basics to building a GPU physics engine, fluid simulations, and a flock of thousands of birds. It’s about practical performance gains, not just theory.

🎯 What you’ll learn

  • Write and structure Unity Compute Shaders from scratch.
  • Use ComputeShaders for real-time post-processing image filters.
  • Implement particle effects and flocking simulations on the GPU.
  • Share data between ComputeShaders and Surface Shaders using StructuredBuffers.
  • Build a GPU-based physics engine for thousands of objects.
  • Create fluid simulations using Smoothed Particle Hydrodynamics.

✅ Requirements

  • Skills: Basic familiarity with Unity and a working knowledge of C#.
  • Tools: A computer capable of running Unity 2019.4 or later.
  • Hardware: A dedicated GPU is strongly recommended for compute shader development.

📝 Description

This isn’t a “click-this-button” tutorial. It’s a deep, practical dive into GPU programming with Unity. You’ll start by writing your first compute shader and understanding the core concepts of kernels and thread groups. From there, you’ll quickly move into real-world applications.

The course is built around a series of increasingly complex projects. You’ll build a GPU physics engine that can handle thousands of tumbling chess pieces, a flocking system for thousands of birds with individual wing flaps, and a grass simulation that reacts to an avatar’s movement. The section on fluid simulation covers both 2D and 3D approaches, including Smoothed Particle Hydrodynamics and Position Based Dynamics.

Each section includes a challenge to test your understanding, and all resources come in both code-along and complete versions. The goal is to give you a toolkit of techniques you can immediately apply to your own projects to solve performance bottlenecks. You’ll learn why letting the GPU handle parallel tasks like particle updates and collision detection makes your game run faster.

🧑‍🎓 Who this course is for

  • Unity developers who want to add compute shaders to their skillset.
  • Developers looking to use the GPU to eliminate CPU processing bottlenecks in their games.
  • Anyone curious about modern techniques for flocking, GPU physics, grass rendering, and fluid simulation.

🧑‍🏫 About the Author

This course is taught by Nicholas Lever and Penny de Byl (Holistic3D). Nicholas has been a professional animator and programmer since the 1980s, creating games for platforms from the Sinclair Spectrum to modern consoles. His company has been nominated for two BAFTAs. Penny is a full professor with over 25 years of experience teaching computer science and game development. She holds a Ph.D. in AI for game characters and has consulted for Unity. Together, they bring a blend of deep technical knowledge and practical, project-based teaching.

🏁 Final Result

  • A portfolio of over 30 different compute shader examples, including a GPU physics engine, a flocking simulation, a grass system, and fluid simulations.
  • The ability to write your own compute shaders to solve performance problems in your Unity projects.
Curriculum

📋 Course content

  1. Module 1:  Getting Started
    • Contacting H3D0:01
    • FAQs0:14
    • Welcome to the course2:25
    • Your first compute shader7:25
    • Reviewing your first compute shader8:29
    • Multiple Kernels9:00
    • Challenge: Use a compute shader to draw a single square5:09
    • What have you learned?
  2. Module 2:  Passing Data to the Shader
    • Passing data to the shader8:54
    • The joy of buffers9:11
    • Orbiting stars9:01
    • Using noise in the shader5:36
    • Mesh deformation9:51
    • Challenge: Draw a polygon filled with noise6:19
    • What have you learned?
  3. Module 3:  Post Processing
    • Setting up the rendering pipeline11:47
    • A simple blur effect10:07
    • Night vision lenses8:14
    • A HUD overlay – part 18:28
    • A HUD overlay – part 28:11
    • A star glow effect: vertex-fragment shaders – part 110:23
    • A star glow effect: vertex-fragment shaders – part 29:40
    • Challenge: Create a sepia effect3:01
    • What have you learned?
  4. Module 4:  Particles and Flocking
    • Setting up a buffer-based particle effect10:02
    • Adding a mesh to each particle9:14
    • A simple flocking example9:29
    • Using instanced meshes in the flock8:39
    • Using a skinned mesh in the flock8:20
    • Challenge: Swish that tail4:10
    • What have you learned?
  5. Module 5:  GPU Physics
    • Starting simple, bouncing balls8:43
    • A bit of theory12:59
    • Initializing the data10:09
    • GPU Physics Compute Shader – part 19:31
    • GPU Physics Compute Shader – part 26:40
    • Voxelization of a mesh6:33
    • Challenge: tumbling chess pieces2:50
    • What have you learned?
  6. Module 6:  Grass Simulation
    • Using Blender to create a single grass clump6:40
    • Using instancing to cover a surface with grass11:16
    • Bending blades of grass11:08
    • Grass on an uneven surface4:36
    • Trampling the grass6:27
    • Challenge: Use noise to bend grass clumps3:04
    • What have you learned?
  7. Module 7:  Fluid Simulation
    • Navier-Stokes: the famous basis for fluids simulations5:07
    • StableFluids7:32
    • StableFluids – part 211:01
    • Smoothed Particle Hydrodynamics9:29
    • Position Based Dynamics7:04
    • Challenge: Smoke using StableFluids4:06
    • What have you learned?
  8. Module 8:  Wrap Up
    • The polygon function3:19
    • Credits0:10
    • Bonus lecture1:22
    • Where to now?0:01
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