I’m rendering into multiple render targets using a command buffer, which works perfectly fine with the code below. However, when I replace DrawMesh with DrawMeshInstanced, nothing is drawn even in this very simple example.
I can’t get it to work for a single RenderTarget either. If you set only a single target in the above code, it still works with DrawMesh and still doesn’t with DrawMeshInstanced. What am I doing wrong?
Do you use a shader modified for instancing for the material being passed to DrawMeshInstanced? It requires such a shader to work (check out Unity - Manual: GPU instancing).