I would know how to make a custom shader for this but I was wondering if anyone can think of an easy way to do this with a full PBR material. Ideally it would be a PBRCustomMaterial or one of the new Materials classes we have to make custom mats.
I was also thinking because the mesh in question is static, at runtime I could update the uv0 buffers to the global position of the vertex and that would work right out the box with the normal material.
Perfect, that is kind exactly what I was looking for! Im glad you did it with the new material thing, I’ve been meaning to learn it. Thank you Evgeni <3.