I'm using Graphics.Blit to do some water simulations on the GPU. However, Graphics.Blit is a blocking call, so it takes away time from the CPU where it shouldn't. I was looking at CommandBuffers, making each of my Graphics.Blit calls a command. However, I can't seems to find how to properly execute the buffer. I found Graphics.ExecuteCommandBuffer but it looks like it is also blocking (though haven't gotten as far as testing it yet). So I was wondering, are CommandBuffers the way to go? And if so, how/where should I execute them? Or is there something else that can make my simulation not block the CPU thread?