GitHub - UE4-OceanProject/ComputeShaderDev: Proof of concept Compute Shader without using data packing in textures for input/output
![Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! : r/Unity3D Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! : r/Unity3D](https://i.redd.it/jz44qitwca951.png)
Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! : r/Unity3D
![UE5 - Compute Shader Direct Draw / Marching Cubes / No Async Compute - Character & Animation - Epic Developer Community Forums UE5 - Compute Shader Direct Draw / Marching Cubes / No Async Compute - Character & Animation - Epic Developer Community Forums](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/4/b/44beb12dfc01c23757c02dac5f6d9a65a9886db5.jpeg)
UE5 - Compute Shader Direct Draw / Marching Cubes / No Async Compute - Character & Animation - Epic Developer Community Forums
![Generate a Mesh Asset Using Compute Shaders in the Unity Editor! ✔️ 2020.3 | Game Dev Tutorial - YouTube Generate a Mesh Asset Using Compute Shaders in the Unity Editor! ✔️ 2020.3 | Game Dev Tutorial - YouTube](https://i.ytimg.com/vi/AiWCPiGr10o/mqdefault.jpg)