This video on compute shaders is based on recipes in our newly updated e-book, The Universal Render Pipeline cookbook: recipes for shaders and visual effects for Unity 6.

In this tutorial we get familiar with the ComputeBuffer and write a kernel to instantiate particles following the mouse cursor.

This is the first video in a 3-part series consisting of the following compute shaders exercises: creating particles on the GPU, creating a flocking simulation, and lastly, a vertex animation exercise.

In the e-book you’ll find new recipes giving concrete examples of various techniques useful to most developers.

⭐Download the URP cookbook:
Recipes for shaders
and visual effects e-book here:
https://unity.com/resources/create-shaders-visual-effects-urp-unity-6

⭐Get the companion sample project to follow along here: https://github.com/NikLever/Unity-URP-Cookbook-Unity6

⭐Download the Introduction to URP for advanced creators (Unity 6 edition) e-book here:
https://unity.com/resources/introduction-to-urp-advanced-creators-unity-6

Find all of Unity’s technical e-books plus more best practices here:
https://unity.com/how-to