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.
Creating the collision map, particle buffers, and ripple materials.
LIVE CONTRACT
Change the surface
The collision pass sees layer 1 only. The main camera still sees the same floor and obstacle on layer 0.
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.