This project uses a compute shader in Unity to render a 3D graph made up of geometric shapes. Each cube in the graph is positioned on the GPU based on mathematical functions like waves, ripples, and spheres. I wrote an HLSL shader to color the cubes based on their position, which adds depth and variation across the surface.
For the fractal system, I used Unity’s Job System to handle updates across a large recursive structure. This let me animate complex transformations like rotation and sway without tanking performance. I also added color variation using another HLSL shader, so the fractal would look more organic and less uniform.
continuous-morphing.mp4
different-spin-directions.mp4
This project was created with the help of tutorials from CatLikeCoding by Jasper Flick. Their in-depth explanations and guidance were invaluable in understanding procedural generation, Unity's Burst compiler, and GPU instancing.


