Draws a fully procedural geometry on the GPU.
DrawProcedural does a draw call on the GPU, without any vertex or index buffers. This is only useful on DirectX 11 level hardware where shaders can read arbitrary data from ComputeBuffer buffers. Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses currently set render target, transformation matrices and currently set shader pass. See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.