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The proper way of doing this is to implement the alpha test yourself in a pixel shader and clip (-1) any pixel that fails. This will discard the pixel and no depth or stencil values will be written to the framebuffer, without having to write anything to a separate color buffer and perform an extra test afterwards. As discussed in comments, arbitrarily ...


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Have you tried checking the counter in the append buffer, to see if ANYTHING is being appended? ComputeBuffer argBuffer = new ComputeBuffer(4, sizeof(int), ComputeBufferType.DrawIndirect); int[] args = new int[]{ 0, 1, 0, 0 }; argBuffer.SetData(args); ComputeBuffer.CopyCount(buffer, argBuffer, 0); argBuffer.GetData(args); Then argBuffer[0] should be the ...



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