Hi, I'd like to generate a procedural mesh on the GPU - both the vertex and index counts will be unknown until its generated - though I can calculate a max for both if required. I then want to render the generated mesh into a render texture. I know I can do this via Graphics.DrawProcedural and pass in a specific camera to render into that camera's render texture. This would be one way of doing it. This may already be the most efficient way. Before using the GPU, I was thinking of generating the mesh on the CPU and then rendering it via a command buffer and overriding the projection etc. So I was wondering if I could use command buffers with GPU generated meshes? Is that possible? Is it a good idea? Are there any other options here? Or should I just stick with Graphics.DrawProcedural and specify the camera? Thanks!