How to read vertex positions back after they have been transformed in shader(GPU)?

I am doing cloth simulation in unity. I have a cloth ‘game object’ which attached a cloth mesh. I added “cloth” component on it so that it interacts with colliders attached to it. My goal is to get the positions of vertices around the armhole in run time while the cloth moves and deforms. But I don’t know how, how can I read back vertex positions after they have been transformed in shaders(GPU)?

Once something is on the GPU, keep it there. Getting data back is going to kill your framerate. If you want to do it anyways, you can call ComputeBuffer.GetData().