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typo
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README.md

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After understanding deferred lightning and unity's render pipeline with its command buffers, I wanted to find a clean way to create modular particle system.
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Basically, there are different compute shaders which all render to the same buffers.
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Each Compute Shader is controlled by a script whereas its base is inherited from a ParticleBase class which again are managed by one ParticleCSManager.
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Each Compute Shader is controlled by a script whereas its base is inherited from a ParticleBase class which again is managed by one ParticleCSManager.
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![gif](https://imgur.com/T3gB5J3.gif)
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