In this picture is the correct condition.
I use compute shader to implement a cluster pipeline.
in the red rectangle is prepared Data in compute shader
in the blue rectangle is shading object pass
If I set Assign Lights RenderPassEvent greater than BeforeRenderingPrepasses, even just greater than only one.
will produce an error in rendering
The picture has problems in rendering. skin not shading because miss buffer
Metal: Fragment shader missing buffer binding at index 4 (PointLightGrid / Yostar/Skin)
buffer in shading shader