Please excuse me but I am pretty new and trying to figure something out and was hoping someone here could point me in the right direction.
I want to have a reusable raw shader material where I render different geometries performantly.
The geometry data includes.
The geometry is in essence a composite of planes numbering from 1:N
So this batch of planes also has additional context data that must be passed to the fragment shader.
Each plane will have different values.
So lets say I have a batch of 5 planes.
- Define the vertex data for the planes
- Define the face data for the planes
- Define the UI data for the planes
Lets say that per plane I also want to send a “aspect” value to the shader.
Q1: How can I define the aspect value per plane and pass that on the raw shader material.
Q2. In the material how can I access that value per plane