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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 ...


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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