Ive been working on tools to make it easier to work with compute shadera with a goal of setting up a gpu driven procedural mesh system and I'm trying to better understand how to take advantage of unity features.
I would like to avoid sending mesh data back to the cpu from the gpu as much as possible as part of the editing experience.
In trying to figure this out I had looked into the New Mesh API and Graphics Buffers to figure out how I could read mesh data I generate on the cpu and hand it off to the rendering system without having to sync between the cpu and gpu.
How can we accomplish this using Unitys apis?