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better TODO note
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Assets/URPMobileGrassInstancedIndirectDemo/InstancedIndirectGrass/Core/InstancedIndirectGrassRenderer.cs

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@@ -92,6 +92,7 @@ void LateUpdate()
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cullingComputeShader.SetFloat("_MaxDrawDistance", drawDistance);
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//dispatch per visible cell
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//TODO: we can batch n dispatchs into 1, per line horizontally
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for (int i = 0; i < visibleCellIDList.Count; i++)
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{
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int targetCellFlattenID = visibleCellIDList[i];

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