LAB 181 / COMPUTE + RENDER TARGET

Rain learns the surface.

Render the world from above into a half-float height field, sample that texture inside a TSL compute update, and turn every collision into a ripple.

InitializingRenderer —

Creating the collision map, particle buffers, and ripple materials.

OBSERVABILITY

path—
drops—
field—
collision passes—
compute dispatches—
draw calls—
impacts—
frame—
1scene → half-float height field
2texture sample → compute collision
3storage positions → instanced render

WHY THIS MATTERS

A render pass can become simulation input

The GPU does not need a CPU readback to know where the obstacle is. The collision camera writes encoded world height, and the compute kernel samples that texture directly before rendering drops and impacts.