OCCLUSION CULLING - COMPUTE SHADER
This is messy, unfinished and likely difficult to parse. I would not recommend trying to read this, but it's here if you were nonetheless curious about some of the compute shader work for transparent renderers using Sidon Sequences.
The arrays at the start consist of precomputed lookup data and are formatted to pack the data as tightly as possible so as not to overflow the recommended static shader memory by Unity.
Computing these arrays involved finding the longest sequence where the maximum N-combination sum was no greater than a certain number (I brute-forced this for my versions of Sidon Sequences but there are formal mathematical investigations into generating actual Sidon Sequences with fixed purposes).
Through careful bit manipulation of RGBA values, you can use these arrays as lookup tables for the individual values used to blend the current pixel.
There were several efforts to optimise the process, like using predicates to avoid branching.
This a much more involved version of a much simpler shader which worked successfully for a lower number of transparent renderers seen through.
