I'm curious about something. I'm using structured buffers to send data in a vert/frag shader wrapped in a DX11 api check.
With the new experimental OpenGL stuff I was hoping that those might "just work" like compute shaders. This is sadly not the case.
Has anyone else tried this? From what I understand about OpenGL(which isn't a lot), there isn't an exact cross over for DX StructuredBuffers, but is there something else that Unity's compute buffers will work with?