I have a custom render feature which for each mesh draws data to a texture and is after used in a fullscreen pass to output outlines.
For now I've used RenderGraph.AddRasterRenderPass which has been working good. But now I added VFX drawn meshes which should also be affected. In the frame debugger I can see that it is trying to draw the VFX instanced by call and amount, but nothing is drawn. I suspect this is because no buffers are assigned; attributeBuffer, buffer_a, buffer_b, graphValuesBuffer (which they are in the opaque draw call).
Now I'm trying to change it with AddUnsafePass, and use VFXManager.ProcessCameraCommand in the renderFunc, but it doesn't show up in the debugger. GPT says that it might be since it has already been drawn higher up in the stack thus there is nothing left in commandBuffer? I do want to draw it for both the render texture and my custom texture though.
Any help or hints would be greatly appreciated.