How do I render a mesh using a custom set of shaders?

I discovered that pixel and vertex shaders can be done via the material editor, after a looooong long time of research on all documenation and forums I could find. Seems like doing it by hand is not always possible… not as easy as creating a simple hsls shader for pixel and vertex shaders and asigning them to a material, like you do in Unity in two clicks. You can even see the HSLS code generated in the material editor (windows → HLSL code window)…

In fact, everybody talks about pixel shaders in the material editor, but using “World Position Offset” plug on it lets you modify the vertices too… using the UV coordinates. Lucky the one who can figure out a way to pass per-vertex data to it!