As someone who creates games for web consumption, thanks for being interested in the topic. Truly thanks. If I had to write low level WebGL (and now web GPU) code I simply wouldn’t do it. It’s hard enough creating at the higher level of abstraction of my game engine of choice. It’s just a bridge too far in my mind.
I’m now waiting for interested engineers like you to update Unity to enable use of web GPU. I embrace that it’s not a topic I want to care about as a creator, but instead as a consumer.
The thing with WebGPU is, that it is a very different way of programming, so you cannot just enable it and benefit from it coding the way you are used to.
Because the GPU are in fact lots of small cpus, meaning if you want performant code, it has to run parallel.
And then the fun starts with sharing ressources, coordinating etc.
So the code and data has to be structured very carefully, if you want actual improvements.
And this is not new to me, but I have never done it for something serious, so far. So for my intended use case is should work, as I need to do lots of raycasting and this is where GPUs shine. (But I still need to figure out the compute pipeline)
But in fact, I do intend to work something out, enabling other people to make use of it without having to do the deep dive.
I’m now waiting for interested engineers like you to update Unity to enable use of web GPU. I embrace that it’s not a topic I want to care about as a creator, but instead as a consumer.