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Question by ghsoares · Jan 26, 2022 at 04:15 PM · graphicsdestroydrawcallsdrawmesh

How to draw mesh instanced with ScriptableRenderContext?

I'm new to scriptable pipeline methods on MonoBehaviours, I'm trying to render multiple meshes using CommandBuffer.DrawMeshInstanced but I don't know the correct way of doing so.

Right now I'm using the RenderPipelineManager.beginCameraRendering to render the meshes, create a new CommandBuffer, add the DrawMeshInstanced command with the arguments: cmd.DrawMeshInstanced(_mesh, 0, material, -1, matrices, _numAliveParticles) being _mesh a quad, material a default lit material, matrices the array of Matrix4x4 representing the instances transformations and _numAliveParticles the number of instances to be drawed.

Then I use the ScriptableRenderContext context passed to execute the command buffer, then release the command buffer and call ScriptableRenderContext.submit().

T$$anonymous$$s is the order of t$$anonymous$$ngs that my render method is doing, but not$$anonymous$$ng is being displayed on screen, I already enabled gpu instancing on my material. I'm missing somet$$anonymous$$ng?

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