Tree vertices never change position in wind

I am trying to access the vertices of a tree created with the unity tree creator. The tree is placed in a wind zone and moves correctly according to the wind. However, I want to use the vertices of the mesh for attaching an object their position so that is follows the movement of the tree.

But the vertices never change value in the array list, even though they move visually. How can this be?

void Awake () {
	
        tree = GameObject.FindGameObjectWithTag("Tree");
		treeMesh = tree.GetComponent<MeshFilter>().mesh;
		float closestDistance = 99999;
		for(int i = 0; i < treeMesh.vertices.Length; i++){
			float tempDistance = Vector3.Distance(transform.position, treeMesh.vertices*);*
  •  	if(tempDistance < closestDistance) {*
    
  •  		closestDistance = tempDistance;*
    
  •  		closestIndex = i;*
    
  •  	}*
    
  •  }*
    
  • }*

void Update () {

  •  transform.position = tree.transform.TransformPoint(treeMesh.vertices[closestIndex]);*
    

}

I think this is because the tree animation is done via shader, so the vertices are modified not in the cpu loop, but on the GPU, as it is done by the shader as i said before. The only way to achieve this effect is to write a new shader with the same vertex animation as in the tree shader

PS u can easily find the tree shader in the builtin shader resource on the unity site