Does anyone have an opinion on the best way to support HighlightLayer for gaussian splat assets? I took a look into the HighlightLayer implementation and it seems to use the glowMapGeneration shader even if the mesh has a material with a custom vertex shader. I implemented a prototype where I copied the existing glowMapGeneration shaders, added an option to use the gsplat vertex shader if a uniform is set to some value, and then subclassed HighlightLayer in typescript to support this alternative shader. This correctly supports rasterizing assets that HighlightLayer already supported as well as gsplat assets.
Is there already an alternative to HighlightLayer that supports meshes with arbitrary vertex shaders and can have code injection similar to the shadow engine?