Godot Version
4.2.1
Question
I would like to store vertex animations (point-level animations, like blendshapes) as parameters in a shader. I would then interpolate between these animations to animate the mesh in the vertex shader.
I may have, for example, 15 “frames” of animation - each is an array of vertices which should effectively replace the current vertex position in the vertex shader. This would be very much like switching between different blendshapes.
I am wondering if anyone has any suggestions on how to store this data. I think I could use CUSTOM0-CUSTOM3, but that only would give me 4 frames of animation. Another idea would be encoding the animation into a texture. But I am curious if there are any other techniques for such a thing. Thank you!