Pass multiple textures to a shaderMaterial from BoxBufferGeometry

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?

Take a look at this SO answer for some ideas:

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Thank you! I think it’s perfect! :ok_hand: