[Compute Shaders] Built a custom LBM voxel fluid simulation with 100% GPU advection. 180 FPS on a 4070ti at 192³ resolution.
Hey everyone! I've been working on a custom, from-scratch voxel engine utilizing Unity's Compute Shaders and StructuredBuffers.
Unlike traditional particle pipelines or VFX Graph, everything here runs within a single flat StructuredBuffer<uint4> directly on the GPU. The fluid simulation under the hood is based on a custom Lattice Boltzmann Method (LBM).
Currently pushing around 180 FPS on a RTX 4070ti at 192³ grid volume. My next immediate goals are dynamic light propagation and material thermodynamics.