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# Compute Shaders in Unity, Step by Step

**[git-amend](https://daily.dev/sources/git-amend)** · 14 min read · 0 upvotes · 0 comments

## Summary

A step-by-step walkthrough of building a GPU-driven crowd simulation in Unity using compute shaders. Covers writing a compute shader kernel with structured buffers to update 10,000 agent positions in parallel, creating a matching URP shader for procedural instanced rendering, and wiring everything together from a C# MonoBehaviour. The tutorial progressively adds features: speed-based color visualization via lerp in the fragment shader, and a shared runtime target position so all agents converge on a moving point. Key concepts explained include thread groups and dispatch dimensions, SV_DispatchThreadID, struct memory layout alignment between C#/HLSL, Marshal.SizeOf for safe buffer sizing, and GPU buffer sharing between simulation and rendering passes.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=39akL3JB7Qw>

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Tags: [#gpu](https://daily.dev/tags/gpu), [#unity](https://daily.dev/tags/unity)

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