Skip to content

Suggestion: Compatibility with various renderpipeline and use cases #14

@weiping-playnext

Description

@weiping-playnext

This is just a suggestion.

The following line uses Graphics to draw.

Graphics.DrawMeshInstancedProcedural(_mesh, 0, Material, _bounds, _entityCount, _materialPropertyBlock);

This would result in unexpected drawing order when drawing in a sophisticated environment such as having multiple cameras.
Would it be better to use a command buffer to perform the draw operation and add it to necessary pipeline?

One could also add it back to Graphics when desired
https://docs.unity3d.com/ScriptReference/Graphics.ExecuteCommandBuffer.html
or add to specific desired camera
https://docs.unity3d.com/ScriptReference/Camera.AddCommandBuffer.html

This would provide support for hybrid rendering

Metadata

Metadata

Labels

No labels
No labels

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions