Can the vertex positions of external object be read by the shader? My first thought was something like Render to Texture / Render Target but I do not understand it much and not sure its applicable. Asking it because I thought about making blend shape or morph effect which is executed in world space (and after the results of skinning deformation). Doing it in the shader seems to be better idea
You can grab the native mesh buffer pointers and register them to whatever shaders to then read or write that data on.
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Will take a while to process, but looks like what I need, thank you