Hi!
I have a simple BoxBufferGeometry with a custom ShaderMaterial.
For each face of the geometry I wish to render a different texture.
From the vertex shader I’ll twist the vertices of the geometry so I don’t want to subdivide every face in single planes.
Instead I want to pass to the fragment shader some textures that knows in which face of the box render themselves.
Maybe it’s not the right way. Any advice or example?