Partial GPU skinning using shader

Hi I’m new to Unity. Is it possible to pass bones weight, bones matrix to shader, and stop CPU skinning? Unity has GPU skinning, but the requirement is opengl es 3.0, CMIIW. I would like to make it to opengl es 2.0 instead.

http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Nonlinear_Deformations

Thanks, Magoga. It says “Unity computes the blending of vertices in software; thus, this topic is less relevant for Unity programmers.”. So does it mean we can’t stop Unity from blending the vertices in software?