Graphics.DrawProcedural + Surface shader = reflection probes don't work. please help

Hi,

I use compute shaders to generate geometry.
I use Graphics.DrawProcedural to render geometry.

material.SetPass(0);
Graphics.DrawProcedural(MeshTopology.Triangles, _count, 1)

then i wrote my Surface shader to render surface of the geometry. It works but it doesn’t get the current reflection probe! It should work automatically coz its a surface shader.
How can I force it to use the current reflection probe?

P/s I’m turning off Mesh Renderer on the game object because it renders other things anyways.

I’ve been really struggling with this recently, and I cannot make shadows/environment lighting work either. Do you have an example to share?

Basically, if there was an example somewhere of using StructuredBuffers of vertices, normals, uvs, etc… in a surface shader to draw properly lit/shaded geometry drawn with Graphics.DrawProcedural, it would save my life

Some clues:
procedural meshes (function Graphics.DrawMeshInstancedIndirect ) with surface shader:

https://github.com/keijiro/NoiseBall2

simple Graphics.DrawProcedural example:

https://discussions.unity.com/t/634103

My simple examples of using compute shaders (codes included in movies descriptions):

1 Like

@Luckymouse Any luck on this one. I have having the same issue in 2020.3