DrawProcedural + Surface Shader (or Compute Shader + standard PBR)

Hi,

How can I use unity surface shader (or standard PBR) together with DrawProcedural ?
Are there any examples?

I’m generating geometry with a compute shader and keeping vertices in a buffer _vertBuffer.
Then I do DrawProcedural in OnRenderObject:

void OnRenderObject() {

        material.SetPass(0);
        material.SetBuffer("_vertBuffer", _vertBuffer ); 
        Graphics.DrawProcedural(MeshTopology.Triangles, fullVertCount );

}

So all the vertices I have in my material shader as an input are coming from _vertBuffer.
When I’m drawing them in my material I’m using this kind of vertex shader

struct Vert{
         //...
};
StructuredBuffer<Vert> _vertBuffer;

v2f vert (uint id:SV_VertexID) {
   //...
}

Although the examples of the surface shaders I found using different type of vertex shaders input - which is confusing

void vert (inout appdata v) {        
   //...
}

So , what is the proper way to write vertex shader when have vertex buffer as an input ???

Hi @vladstorm did you find a way to make it work?
Cheers