pass custom data to base pass

heya, i wanna make a per actor(or primitive component) clip plane, how would I go about doing that? any clues, any help would be appreciated

I thought of passing it through the primitive uniform buffer but whatever I did doesnt seem to work. I then tried playing with outputting to sv_clipdistance1, as the global clip plane does that and it didnt work very well. where the clipped geometry was just turned black instead of you being able to see behind. outputting to SV_ClipDistance1 did the trick, I just had forgotten to output to it in the depth pass :>

either way, now I gotta find a way to send the clip plane to the vertex shaders

welp, ive managed to pass the clip plane to the base and depth passes through the Primitive Uniform Buffer, just having to figure out some minor things and im all setup!