Found this great WebGL GPU driven version of Conway's Game of Life. http://nullprogram.com/blog/2014/06/10/ Is this possible with Unity to WebGL? It looks like the only way of running code on the GPU in Unity is the DirectCompute API which is DX11 dependent? Also is it possible in Unity to run a Mandelbrot set on a shader in WebGL.
Any shader code runs on the GPU. As long as you can write your code in a shader and read the results back from a texture, you can use this. Proper computer shader functionality will probably be added in a future (post 2.0) version of the WebGL spec. Yes. See here: http://blogs.unity3d.com/2014/10/07/benchmarking-unity-performance-in-webgl/[/QUOTE]
Cool have you released the mandelbrot set code, I would be interested to see how it works? Found it http://docs.unity3d.com/460/Documentation/Manual/SL-VertexFragmentShaderExamples.html OK but does the Unity WebGL shader Model support the features needed to do this? I think Unity has limited the WebGL graphics API to OpenGL ES levels.
This Mandlebrot set shader does not work in WebGL http://docs.unity3d.com/460/Documentation/Manual/SL-VertexFragmentShaderExamples.html Where can I find the WebGL safe one?
Even forcing the editor into OpenGL mode does not help? I can work around it by working in tandem on the HLSL shader in the editor and the GLSL in the build but it's not a great way to work.
you can have HLSL and GLSL versions as two separate SubShader's in the same Shader. that's what we do.