Hi @DynastyV,
thanks for the explanation, that helps.
I haven’t heard of a plan to remove low level graphics API like Graphics.RenderMeshIndirect().
The former Graphic.Draw__() are marked for deprecation but I’m not sure when they will be removed.
That said, those use Unity’s legacy GPU instancing. The modern equivalent would be using BatchRendererGroup.
There’s a great post about it here:
Culling is determined by the face orientation, which is based on vertices ordering. From Microsoft’s documentation:
A front face is one in which vertices are defined in clockwise order.
So yes, you probably need to either flip culling when the scale is negative.
Now, on the ProceduralSetup, you can find more details in this other thread on applying particle transforms from within Shader Graph.
Note the technique described there doesn’t account for non-uniform scaling though.