I have an open-ended question for the experienced Unity DX11 plugin developers out there. I would like to create a native Unity plugin with the following properties: 1) Accepts a pointer to ID3D11Texture2D from Unity obtained via Texture.GetNativeTexturePtr(). 2) Performs native rendering to the texture by creating an ID3D11RenderTargetView with said pointer in response to a UnityRenderEvent() provided by Unity by calling GL.IssuePluginEvent() in OnPreRender() for the camera object. 3) Presents the results of this rendering by applying the texture to a mesh in Unity. My approach thus far has been to create a RenderTexture and call GetNativeTexturePtr() to pass into my rendering plugin. If I create a Texture2D and pass in the result of Texture2D.GetNativeTexturePtr() I cannot create an ID3D11RenderTargetView since the texture cannot be bound as a render target. Unfortunately, I can't see any visible results in Unity from rendering to the native texture so far, even though I've successfully bound the RenderTexture as a render target in native code. EXPERTS: How would you approach a problem like this? Am I headed in the right direction? I can provide code if needed.