MADCSHARP Telegram 28
Ok, so I've managed to call MDI render on DX12 and Vulkan.
Previously I've been working on MDI for DX11 via NvAPI and it worked, tho NVIDIA doesn't have an API for passing an indirect count, but at least CPU count worked fine.

Unity mentioned that they may support MDI in BRG, but they actually don't and they don't even have plans to support it in Unity 6, so I made my little takeover.

There's a working proof of concept.
All material, shader, and render targets (basically a PSO) is set by Unity, so we don't need to go fully native.

Writing native rendering plugins for Unity is hard, mostly due to lack of documentation and even if it exists, there's a big chance it will not work.

😁 You are welcome to ask any questions in the comments, I will answer them in upcoming stream.
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Ok, so I've managed to call MDI render on DX12 and Vulkan.
Previously I've been working on MDI for DX11 via NvAPI and it worked, tho NVIDIA doesn't have an API for passing an indirect count, but at least CPU count worked fine.

Unity mentioned that they may support MDI in BRG, but they actually don't and they don't even have plans to support it in Unity 6, so I made my little takeover.

There's a working proof of concept.
All material, shader, and render targets (basically a PSO) is set by Unity, so we don't need to go fully native.

Writing native rendering plugins for Unity is hard, mostly due to lack of documentation and even if it exists, there's a big chance it will not work.

😁 You are welcome to ask any questions in the comments, I will answer them in upcoming stream.

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