Hi! I want to dispatch custom command buffer (and compute shaders) in the async manner. I found that we can call function builder.EnableAsyncCompute() to execute computes asynchronously in SPR in custom solution. But as far as I understand, this can only be done by modifying the HDRP package by adding RenderPass to RenderGraph, like AO: https://github.com/Unity-Technologi...ing/HDRenderPipeline.AmbientOcclusion.cs#L207 Can I do it without modification HDRP package, for example in Custom pass? I also found a command Camera.AddCommandBufferAsync(): https://docs.unity3d.com/ScriptReference/Camera.AddCommandBufferAsync.html But as far as I understand, it is only for Built-In? Is there such a function for HDRP?