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Using DrawProceduralIndirect with HDRP

Discussion in 'Graphics Experimental Previews' started by PhilSA, May 29, 2019.

  1. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    Graphics.DrawProceduralIndirect() is immensely powerful, but it's a big pain to find a way to make it work.

    Example:
    https://twitter.com/bonzajplc/status/962762369532399617?s=20


    I have tried a bunch of times to write a DrawProceduralIndirect-compatible PBR shader with shadows & indirect lighting support, but always failed because I can't find any examples or clear learning resources.

    Is there a way Unity could release just a simple HDRP PBR shader example that supports it? This would go a long way to help the community make amazing tools like vegetation rendering systems / crowd rendering / destructible cities with all debris in one draw call / etc....

    Infinite bonus points if this eventually becomes a ShaderGraph master node whose purpose is to generate a base shader that we can start editing to fit our DrawProceduralIndirect scenarios
     
    Last edited: May 29, 2019
    DotsCreative, LooperVFX and eizenhorn like this.
  2. LooperVFX

    LooperVFX

    Joined:
    Dec 3, 2018
    Posts:
    179
    Any update on this from Unity or anyone else managed to sort out using DrawProceduralIndirect with full lighting feature support on their own in HDRP or URP?
     
    DotsCreative likes this.
  3. LooperVFX

    LooperVFX

    Joined:
    Dec 3, 2018
    Posts:
    179
    @PhilSA I found that this feature is "Under Consideration" on the Shader Graph roadmap. Please vote on it and provide your feedback here on the Graphics roadmap productboard:
    https://portal.productboard.com/unity/1-unity-graphics/c/61-support-for-drawindirect-drawprocedural
     
    Samustai, ConAim and R0man like this.