Ok, so after lots of googling for DX11 clues, scratching my (now balding) head, and banging it firmly on the walls of my (imaginary) padded cell, I discovered that Im doing it all wrong…well, nearly.
As usual the answer was right in front of me in the form of the girlpower examples in DX11 packs.
I think I need to look at structured buffers and add the semantic COLOR from the input elements.
when you import vertex colors, there is input in your shader like:
VS_IN
{
position: POSITION;
TexCd: TEXCOORD0;
}
you have to add:
color : COLOR; in there, then it will use color as input
I like the scalar trick you did too, I just had a map node in there… Ive not come across that node you used before in 10 years!
I dont know if I would have got there though without your help, so… Thankyou very much so much time saved as Ive been looking at this for a few days now.
<bool color=true;>; this is pipeline notation (hidden semantics defined in dx11-vvvv build), saying that it expects to be a color, not sure you need it in case of dynamicbuffer
SV_VertexID is a semantics, you can read more here
Since buffer is an array, you have to provide index so output = color[input.iv]; equals to this vertex color = this buffer slice