Rotate shader with gameobject

I am broadcasting a collection of compute shader points onto a rotating game object. I would like the points to basically remain “stuck” on the object as it moves (so as the object rotates, the points rotate with it). How would I calculate the new position of each of the points so they can be redrawn in the right place on the rotating object? Since they are points in a compute shader, they cannot be parented.


You could go with SetMatrix, it should be fairly easy to extract a transform matrix from your gameobject.