I’m putting together a custom terrain shader sampling heights from a StructuredBuffer using absolute world position. . And I can visibly see the height changes as the camera moves around. The SB is just updated once that data isn’t changing.
The normal flow is instanced indirect but I’m now testing with just a single scene based mesh and same issue.
SG flow for this is pretty simple. Split object position, sample height, feed object x/z and height into a vector3 which connects to vertex position.
This is SG 9.0.0 preview-55