GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches.
Indirect arguments buffers are used for Graphics.RenderPrimitivesIndirect, ComputeShader.DispatchIndirect or Graphics.RenderMeshIndirect.
The buffer size must be a minimum of 12 bytes. The underlying DirectX 11 unordered access view format will be R32_UINT, and shader resource view format will be R32 typeless.
Additional resources: GraphicsBuffer, ComputeShader, Material.SetBuffer, GraphicsBuffer.CopyCount.