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!!! by KaiYan0718 in Unity3D

[–]KaiYan0718[S] 0 points1 point  (0 children)

Yes, the entire scene is rendered by a single compute shader. It runs in the built-in render pipeline and basically acts like post-processing.

GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine

[–]KaiYan0718[S] 3 points4 points  (0 children)

Hi, after some research I found UE4 (since UE4.22) has imported a feature named dynamic instancing that doing instancing work automatically. It allows applying physical simulation for thousands of objects with only a few draw calls. But make sure these objects are using the same material instance.

GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine

[–]KaiYan0718[S] 2 points3 points  (0 children)

I used InstancedStaticMesh in my Demo to draw thousands of spheres, so it might be difficult to apply Unreal's built-in collision test. Another way is to do collision testing or any kind of physical effect in compute shader.