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Question by ghsoares · Jan 26 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().

This is the order of things that my render method is doing, but nothing is being displayed on screen, I already enabled gpu instancing on my material. I'm missing something?

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