This was a small project to build a compute shader based cloth simulation in Unity. The goal was to create a performant high density simulation that outperformed Unity's built in solution. We were able to reach upwards of 50 fps with 55,000 vertices.
We did this to learn more about compute shaders and physics simulations in general. It should be noted that simple ball collision was implemented but nothing more complex and certainly not self collision so take the results here with a grain of salt... hehe
This was based on the paper by Hongly Va, Min-Hyung Choi and Min Hong, found here.