Strange Attractor
Platform: PCVR
Engine: Unity
Code Editor: JetBrains Rider
This is a Compute shader driven instanced indirect rendered Lorenz strange attractor.
It uses a compute shader to move the cubes in a compute buffer based on a Lorenz strange attractor. The cubes are rendered with DrawMeshInstancedIndirect which means that the rendering is fully GPU side. As a result, everything is kept on the GPU avoiding the CPU-GPU back and forth.
Since everything stays on the GPU, it is capable of rendering 420,000 cubes with a lit Shader Graph shader at 80 fps on an Oculus Rift S.
History:
I built this demo for my first client as a freelancer.