I want to be able to paint in color or texture any part of the mesh that intersects 8 points that are in the world position, like this:
I managed to lerp the base mesh with a Rectangle Node and change the position with Tile and offset node, but I haven’t been able to convert from world position into the mesh’s position
I mean if your eight points always form an unrotated cube, I’d just pass the cube’s world-space position and size as shader properties. Then all you need to do is just check if a pixel’s world-space position is between the cube’s world-space bounds (check if worldPos.x > boxPos.x - boxSize.x / 2 and worldPos.x < boxPos.x + boxSize.x / 2, repeat for y and z). If it is, you change the color of a pixel to the color that you want to paint it with. If it isn’t, you leave the color as it is.