Is it possible to have a mesh get affected by two separate vertex shaders but still use a single fragment shader?
I am trying to think of the easiest way to enable global wind across some meshes without injecting code into the PBR material.
Sneaking suspicion I will need to do my own PBR build and add a texture channel for wind weights, but I wanted to see if there were some trixie hobbitses methods I was missing.