Can anyone give me a few tips on how I might make a shader that will take an input mesh and texture, then draw a 2d array of that mesh, the same x/y count as the texture, with each pixel of that texture defining attributes of each relative mesh, eg z position?
I know I can use tex2dlod to get the texture data into the vertex shader, but I’m not sure how to setup the transform for the array of meshes. I need the equivalent of a linear spread > cross 2d > translate combo, but inside the shader.
individual texture transforms is possible.
either do it in the shader via an extra controltexture xy translate and xy scale fit nicely into rgba.
if you only need a static transformation for each particle its feasible to change the texcoord2 in mesh input patch directly