Hi everyone. I’m trying to make a custom effect that does some manipulation with overlays and stuff with the renderer via command buffer.
I wonder is there a way to apply a MaterialPropertyBlock the same way as CommandBuffer.DrawMesh does but with DrawRenderer?
I’ve tried doing it like this:
render.SetPropertyBlock(outlineData.ShaderProperties);
_commandBuffer.DrawRenderer(render, _highlightMaterial, 0, (int) outlineData.SortingType);
I’ve also set modified property with an [PerRendererData] attribute in a shader.
But it seems that MaterialPropertyBlock doesn’t affect the command buffer. Am I doing something wrong, or this an intended behaviour?
I know I could feed it via .DrawMesh instead, but then I’ll have to get the shared mesh with the renderer, which is suboptimal.