Hi Temaran, is it possible to use your plugin for multi-passes like in Unity’s HLSL shaders? I.e suppose I have SomeShaderA that does most of the pixel shading but then SomeShaderB that does an Outline using extruded normals; does this work to additively blend them? I.e the Vertex information is merely copied between the two shaders such that I won’t need to use the Duplicated Mesh solution or a Post Process shader as I see? It seems like in Unity shaders you can just do two shader passes and preserve the original mesh geometry.