Search Unity

Feature Request CommandBuffer.DrawMeshNow

Discussion in 'Universal Render Pipeline' started by rhedgeco, Oct 22, 2021.

  1. rhedgeco

    rhedgeco

    Joined:
    Dec 2, 2013
    Posts:
    19
    I would really like to be able to draw a mesh within a SRP render feature without having to use CommandBuffer.DrawMesh() because it calls SetPass each time under the hood.

    I feel like this is missing the functionality when the API is clearly almost mirroring the Graphics API. It would really help with performance when having to draw many meshes with the same material through a command buffer in a render feature.