Help create a smoke simulation!

Hi guys. I need to implement physically correct smoke in Unity and would like to ask you how can I achieve this? I was able to find information about the fact that the old particle system supports colliders and particles will not pass through objects, but since the old particle system runs on the CPU, this gives an extra load, which does not have a very positive effect on performance.
Also in Unity there is a VFX Graph that already works on the GPU, with its help you can create beautiful smoke, but about physics it is said that it can only work with a depth buffer. I started looking for information about implementing physics in VFX Graph using a depth buffer and found almost nothing but one sweat on the Unity forum (https://forum.unity.com/threads/hdrp-depth-buffer-vfx-graph-depth -collisions.824163 /) where a person shows their results, there is also one post on Reddit (There should be a link here, but the site only allows a new user to add 2 links.) which is also not very informative.
And most importantly, I found a video where a person shows the implementation of water in the VFX Graph using a depth map (https://www.youtube.com/watch?v=ji2WjtoPKNY).
But I did not find information on how to work with the depth buffer in VFX Graph and Unity, what can you advise? How can I implement physically correct smoke, can you have any ideas for implementation? I heard that the standard system can be optimized with ECS, but I could not find more information about this.