public override void Render(RenderTarget rt)
    {
        if (!bRunning)
        {
            return;
        }
        Camera camera       = rt.cam;
        int    cascadeCount = 1;

        Shader.SetGlobalBuffer(ShaderIDs.ID_VertexBuffer, pointsBuffer);
        if (asset.enableShadow) // 阴影绘制
        {
        }

        if (drawCmd == null) // Cluster场景绘制
        {
            if (shadowCmds != null && shadowCmds.Length == cascadeCount)
            {
                for (int i = 0; i < shadowCmds.Length; i++)
                {
                    camera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, shadowCmds[i]);
                }
            }

            GraphicsRenderTarget renderTarget = rt as GraphicsRenderTarget;
            CreateDrawCmd(renderTarget);
            camera.AddCommandBuffer(CameraEvent.AfterForwardOpaque, drawCmd);
        }
    }
 void CreateDrawCmd(GraphicsRenderTarget rt)
 {
     drawCmd = CommandBufferPool.Get("DrawProceduralIndirect: Draw Clusters");
     drawCmd.SetRenderTarget(rt.gBufferIdentifier, rt.depthIdentifier);
     drawCmd.ClearRenderTarget(true, true, Color.black);
     drawCmd.DrawProceduralIndirect(Matrix4x4.identity, asset.deferredMaterial, 0, MeshTopology.Triangles, argsBuffer);
 }