I would like to find out a bit more info about the Custom render texture, it looks like my dream has come true, can we in effect store states in another texture and ping pong them back and fourth, is this the case?
I’m really keen on porting this: Chapter 38. Fast Fluid Dynamics Simulation on the | NVIDIA Developer
over to Unity using the new custom render texture (in 2017, might have been brought in just before as well), I think/hope I understand the basics, it’s the slab op that still slightly confuses me, I’ve seen other implementations and per operation say there are 60 you have to blit into a texture each time, so here’s my question would the new Custom render texture negate the need for a butt load of blits?
Has anyone had any experience with CRT or know where I can find a little bit of a deeper understanding of the CRT?
Apologies for my ignorance, it’s been a while, I take it this also opens up stuff like a more simple implementation of the R&D system as well?
Also please don’t say do it in a compute shader! I think it would be great if we had a platform agnostic version of 2D fluid sim!