A large-scale plexus effect that is updated entirely on the GPU in Unity. Used to test compute shaders for visual effects applications. The example scene uses a 32x32x32 grid, running at ~3000fps on a 1080.
- Builds a grid of points on the CPU on frame 1
- Updates each point with perlin noise and convergence around a point in space per frame in a compute shader
- Connections to neighboring grid cells are generated in the geometry shader and rendered as lines, using positions provided by the compute shader in a structured buffer
- Shaded based on distance to neightboring points