Uploaded February 2021 | Updated September 2026, 3 weeks ago
✔️ Works in 2020.2 ➕ 2020.3
Compute shaders are scripts than run on the GPU and are specialized at solving problems that can be broken into many parts. If this describes a mesh you want to generate, they can do it super fast! In this video, I'll show you how to procedurally generate a mesh in the Unity Editor - using compute shaders - and save it as a mesh asset file.
👋 Subscribe for weekly game development videos!
► youtube.com/c/nedmakesgames?sub_confirmation=1
👑 Join my Patreon for extra influence over topics, early access to videos, and downloadable project files!
► patreon.com/nedmakesgames
🔗 Check out my website for a searchable list of tutorials!
► nedmakesgames.github.io
🔴 Twitch ► twitch.tv/nedmakesgames
🐦 Twitter ► twitter.com/nedmakesgames
🎮 Discord ► discordapp.com/invite/ubxSVBK
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👽 Reddit ► reddit.com/u/nedmakesgames
🎶 TikTok ► tiktok.com/@nedmakesgames
☕ Ko-fi ► ko-fi.com/nedmakesgames
🎬 Previous videos
► Vertex/Fragment shader basics: youtu.be/7C-mA08mp8o
► Compute shader basics: youtu.be/EB5HiqDl7VE
✨ Follow up videos
► Improved blade grass: youtu.be/6SFTcDNqwaA
💬 Video transcript
► docs.google.com/document/d/1Tv18KN5tjgHfMQ10P0Htb2U_1GFhOunv21eAKaDxKg4/edit?usp=sharing
📚 Reference scripts
► gist.github.com/NedMakesGames/fef1bddca8061b21845dbe68d0cddfec
⏲️ Timestamps:
0:00 Intro
1:09 Project setup
1:41 The ScriptableObject
3:00 The inspector button
4:05 The compute shader
8:10 The dispatcher
12:35 The finished inspector
14:34 Testing
15:09 Wrap up and credits
🎖️ Credits and references:
• pharan: Mesh Saver - github.com/pharan/Unity-MeshSaver/blob/master/MeshSaver/Editor/MeshSaverEditor.cs
• James "Nihilore" Opie: music "Sleepwalking" - youtube.com/watch?v=NfMGQQYE1Kw
• freepik: Wrinkled paper texture - freepik.com/premium-vector/wrinkled-paper-texture_711440.htm
• Unity Technologies: GraphicsBuffer documentation - docs.unity3d.com/2020.2/Documentation/ScriptReference/GraphicsBuffer.html
#GameDev #IndieDev #Unity
✔️ Works in 2020.2 ➕ 2020.3
Compute shaders are scripts than run on the GPU and are specialized at solving problems that can be broken into many parts. If this describes a mesh you want to generate, they can do it super fast! In this video, I'll show you how to procedurally generate a mesh in the Unity Editor - using compute shaders - and save it as a mesh asset file.
👋 Subscribe for weekly game development videos!
► youtube.com/c/nedmakesgames?sub_confirmation=1
👑 Join my Patreon for extra influence over topics, early access to videos, and downloadable project files!
► patreon.com/nedmakesgames
🔗 Check out my website for a searchable list of tutorials!
► nedmakesgames.github.io
🔴 Twitch ► twitch.tv/nedmakesgames
🐦 Twitter ► twitter.com/nedmakesgames
🎮 Discord ► discordapp.com/invite/ubxSVBK
📸 Instagram ► instagram.com/nedmakesgames
👽 Reddit ► reddit.com/u/nedmakesgames
🎶 TikTok ► tiktok.com/@nedmakesgames
☕ Ko-fi ► ko-fi.com/nedmakesgames
🎬 Previous videos
► Vertex/Fragment shader basics: youtu.be/7C-mA08mp8o
► Compute shader basics: youtu.be/EB5HiqDl7VE
✨ Follow up videos
► Improved blade grass: youtu.be/6SFTcDNqwaA
💬 Video transcript
► docs.google.com/document/d/1Tv18KN5tjgHfMQ10P0Htb2U_1GFhOunv21eAKaDxKg4/edit?usp=sharing
📚 Reference scripts
► gist.github.com/NedMakesGames/fef1bddca8061b21845dbe68d0cddfec
⏲️ Timestamps:
0:00 Intro
1:09 Project setup
1:41 The ScriptableObject
3:00 The inspector button
4:05 The compute shader
8:10 The dispatcher
12:35 The finished inspector
14:34 Testing
15:09 Wrap up and credits
🎖️ Credits and references:
• pharan: Mesh Saver - github.com/pharan/Unity-MeshSaver/blob/master/MeshSaver/Editor/MeshSaverEditor.cs
• James "Nihilore" Opie: music "Sleepwalking" - youtube.com/watch?v=NfMGQQYE1Kw
• freepik: Wrinkled paper texture - freepik.com/premium-vector/wrinkled-paper-texture_711440.htm
• Unity Technologies: GraphicsBuffer documentation - docs.unity3d.com/2020.2/Documentation/ScriptReference/GraphicsBuffer.html
#GameDev #IndieDev #Unity
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