private void Internal_DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)
 {
     CommandBuffer.INTERNAL_CALL_Internal_DrawProceduralIndirect(this, ref matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties);
 }