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

Following part 1 of the compute shaders series, we will create more advanced logic on the GPU, replicating the flocking behavior of birds

This is the second video in a 3-part series, covering:
✔ Creating particles on the GPU
✔ Simulating flocking behavior
✔ Vertex animation (coming next)

In the e-book you’ll find new recipes with 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