I’m trying to port the Superformula3D implementation by ondeowl, which is mainly based on this Compute Shader: https://github.com/ondeowl/SuperFormula3D-Unity/blob/master/Assets/SuperFormula3D_GPU/SuperFormula3D.cginc
It’s not only calculating the Superformula but also meshing the created shape. I have a basic understanding of Compute Shaders both in vvvv and unity, but still have a hard time porting shaders with multiple threads inside one compute shader from Unity. I attached my first attempt, which is obviously far from working properly cause I only partly know what I’m doing here. I would be really glad if someone could have a look and help me get this right.
I especially would like to understand how to pass the Buffer from thread to thread and how to mesh the resulting point list.
PortingSuperformula3d.7z (5.5 KB)