Hi,
I’ve been working for a couple weeks on a shader that generates vertex data in a compute shader and sends it off to a geometry shader to be rendered using a buffer that’s referenced by it’s vertexID, this is all working fine.
My problem is that SV_VertexID references the ID of the vertex and not what it’s triangle id is (so I have to have a ton of blank verts and each triangle point has to be initialized manually which is a lot of data to send in a frame). Is there a way to reference the vertexID by it’s triangle ID so the same vertex could be pointed to multiple times while still outputting a different ID?
Sorry that this is so hard to read, I’m really struggling to put this into words.