Multiple Vertex Shader Passes

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.

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I don’t think it is possible.

You can try to use PBRCustomMaterial to inject code inside the existing PBR shaders.

I was already thinking about doing that, or just doing a custom build of the PBR material.