Hi everyone, Actually I'm doing some sort of particle simulation using DirectCompute. In order to use the same buffer for both rendering and processing, I'm using the command Graphics.DrawProcedural(...). However, I'm facing a problem. I have a HLSL code that can render a sphere from a point. For this to work, the Texture Coordinate must be generated automatically (setting D3DRS_POINTSPRITEENABLE = true). I'm lost where I issue this command using Unity. I've tried to submit a texture coordinate for each vertex but they are not interpolated in the pixel shader. Here is my code: Code (CSharp): Shader "Custom/Point" { Properties { _PointSize("Point Size", Float) = 5.0 _Radius("Radius", Float) = 5.0 } SubShader { Pass { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float _PointSize = 5.0; uniform float _Radius = 5.0; StructuredBuffer<float4> positions; StructuredBuffer<float4> colors; StructuredBuffer<float2> texCoord; struct VertexOutput { float4 pos : SV_POSITION; float4 col : COLOR; float size : PSIZE; float2 texCoord : TEXCOORD0; }; VertexOutput vert(uint id : SV_VertexID, uint inst : SV_InstanceID) { VertexOutput o; float3 p = positions[id]; float dist = length(posEye); o.size =_Radius * (_PointSize / dist); o.pos = UnityObjectToClipPos(p); o.col = colors[id]; o.texCoord = texCoord[id]; return o; } float4 frag(VertexOutput o) : SV_Target { return float4(o.texCoord.xy, 0, 1); } ENDCG } } FallBack "Diffuse" } I'm just output the texcoord as a color but they are all black. Please, do you have any ideia how to perform it? Thanks.