Test link (Powered by Spatial Creator Toolkit)
https://www.spatial.io/s/GPU-Particles-65625c3c0b7181f0719b89fb?share=2866354528847552049 https://www.loom.com/share/c0b08bae3e9949b992c500b865c86c46?sid=e6b5164d-7227-483e-9dee-4f56427016d4
- WebGL doesn't support compute shader.
- WebGL doesn't support Shader Storage Buffer Object.
- Instead of using ComputeShader, used two RenderTextures to store particle data and read/write them using Graphics.Blit.
- As WebGL doesn't support StructuredBuffer, used Graphics.DrawMeshInstancedProcedural instead of Graphics.DrawMeshInstancedIndirect