DrawProcedural draws nothing although buffers are assigned properly

Hi, it’s the first time I acually need help from you guys.
I have a compute shader that calculates the mesh for a tube along a spline. The resulting mesh looks like this:

This was drawn with Debug.Drawline and the data retrieved from the ComputeBuffer.

The Computebuffer stores 3 structs for each triangle to render. Each struct contains a position and a normal:

struct1{posX, poxY, posZ,pad0, normX....}, struct2{...}, struct3{...},...
|-------------------------------One Triangle-----------------------------------------|--next Triangle----...

When I try to draw the mesh on the graphics card nothing appears on the screen, even though I should see some white stuff floating around, right?
This is the simple shader I use to draw the buffer:

Shader "Custom/CurveRenderShader" {

	SubShader{

		Tags{ "RenderType" = "Transparent" }
		LOD 200

		Pass{

			Blend SrcAlpha OneMinusSrcAlpha

			ZWrite On ZTest LEqual
			Cull Off

			CGPROGRAM

			#pragma target 5.0
			#pragma vertex vert
			#pragma fragment frag

			struct VertexOutput {
				float4  position : SV_POSITION;
				float3 normal: NORMAL;
			};

			struct computeOutLayout {
				float posX;
				float posY;
				float posZ;
				float pad0;

				float normX;
				float normY;
				float normZ;
				float pad1;
			};

			StructuredBuffer<computeOutLayout> computeOutBuffer;


			VertexOutput vert(uint id : SV_VertexID) {

				VertexOutput OUT;
				OUT.position = mul(UNITY_MATRIX_MVP, float4(computeOutBuffer[id].posX, computeOutBuffer[id].posY, computeOutBuffer[id].posZ, 1.0));
				OUT.normal = float3(computeOutBuffer[id].normX, computeOutBuffer[id].normY, computeOutBuffer[id].normZ);
				return OUT;
			}

			//____ Fragment Shader ____//
			fixed4 frag(VertexOutput IN) : SV_TARGET{
				return fixed4(1.0,1.0,1.0,1.0); // <--- I guess I should see my mesh rendered purely white
			}

			ENDCG
		}
	}
}

Can some genius around here shine some light on this? :smiley:

The mesh is not yet closed and the Mesh drawn with Debug.DrawLine jitters quite a lot in the viewport but I think that should not matter when it comes to drawing the mesh with a shader.

/—EDIT:

These are the lines where I dispatch the compute shader and try to and draw the thing:

computeShader.Dispatch(kernels[(int)settings.mode], amountOfAdjacencies, 1, 1);
renderMaterial.SetPass(0);
renderMaterial.SetBuffer("computeOutBuffer", computeOutBuffer);
Graphics.DrawProcedural(MeshTopology.Points, 6 * settings.segments * settings.sectors);

The Settings class just stores some properties of the Mesh. I already tried drawing with MeshTopology.Triangles but it didn’t work either.

Hi,
Did you ever get this figured out @Lukas-Brunner ? I have a similar problem with DrawProcedural drawing nothing. If I use Vulkan it works but OpenGLES3 doesn’t (there are some reasons I want to use OpenGLES3 if possible).

Mark.