Thank you, this is perfect! (It should be included in the documentation...) As a followup, will the use of the shader graph material be as efficient as metal for millions of triangles? If not, could you provide an example of how to do the same thing, starting with the example in the documentation, and blending the vertex colors over the face of the triangle, but with metal instead of the shader graph?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro