I want to write a GPU shallow water code on Unity3D. For sure, performance matters a lot. I've done this before using DirectX and C++. But for a couple of reasons I want to redo it in Unity3D.
I have some hands on experiences with Unity3D, but I have no idea how I can write GPGPU codes, like what I did in DirectX.
In DirectX I am using textures as my data structure for the properties of water cells (height, x-velocity, y-velocity, etc.) and HLSL shaders as my parallel computational functions (kernels).
Furthermore, I prefer my code to be [near] cross-platform. Is it possible to do something similar in Unity3D using OpenGL?
I am an engineer, and not a game developer, so please keep it simple ...