How can we get mesh vertices position which has been deformed by the shader graph?

Hi,
I am working on procedural cloud generation. So have generated custom plane mesh which is in a rectangle shape and for cloud effect and it’s shaping I have developed shader on shader graph.
This shader is getting vertice position of the mesh and deforming its position to cloud shape as per noise value and method which has been defined in the shader graph.
So in-game the player has to interact with the cloud. So I need a collider for the cloud and I want polygon collider2d instead of mesh collider.
So the problem is here shader works on Graphic Pip-line and shader does not share vertices data to the mesh-filter component.
From R&D I got to know that with the COMPUTE_SHADER we can access the shader property for the game object component but still not sure, will this method solve the problem or not!,Hi,
I am working on procedural cloud generation. So have generated custom plane mesh which is in a rectangle shape and for cloud effect and it’s shaping I have developed shader on shader graph.
This shader is getting vertice position of the mesh and deforming its position to cloud shape as per noise value and method which has been defined in the shader graph.
So in-game the player has to interact with the cloud. So I need a collider for the cloud and which has to be polygon collider2d instead of mesh collider.
So the problem is here shader works on Graphic Pip-line and shader does not share vertices data to the mesh-filter component.
From R&D I got to know that with the COMPUTE_SHADER we can access the shader property for the game object component but still not sure, will this method solve the problem or not!

(Image: 1). Simple plane mesh procedurally generated

(Image: 2). Deformed mesh vertices with the shader.

are just going to ignore how good that cloud looks?