- Home /
How to Use DrawMeshInstancedIndirect with new Render Pipeline (LDRP or HDRP)
Im trying to implement DrawMeshInstancedIndirect for my grass sistem, but the exemples here are just for Legacy rendering. If i use the codes for a HDRP shader, all the meshes are rendered, but the positions are messed. In the docs they say that you need a specific shader to work.
Is it there a shader in HDRP to use with DrawMeshInstancedIndirect?
xhsnixa.png
(44.5 kB)
Comment
Your answer
![](https://koobas.hobune.stream/wayback/20220612193830im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
How to know if my Shader Graph is supported by the SRP Batcher? 1 Answer
Using Color.Lerp with Lightweight Render Pipeline 1 Answer
I would like to know how to make a tessellation shader with LightWeightRenderPipline(Unity2018.2.13) 0 Answers
Unwanted eye adaptation effect/Overexposure after switching to HDRP 1 Answer
HDRP Terrain Shader issues in Standalone Build Only 2 Answers