Nah, I was just trying to explain why I think that what you are asking for (or what I believed you were asking for) isn’t quite as easy to implement or even necessarily as useful as you thought, and that you’re likely to be disappointed if you expect it to be implemented soon as a native engine feature. I also explained in some detail how the other approaches you dismissed might actually be able to accomplish quite a few very specific things that you asked for and claimed were impossible.
Past that, maybe you’re right, and most people other than me do understand what you’re saying without difficulty, and I’m wrong for thinking you could have stated the problem more clearly. And maybe what you’re asking for actually is something really easy to accomplish. At this point I’m clearly unable to find an adequate solution, whether that’s because I’m misunderstanding what you’re asking for, or for some other reason. It seems like I may not be alone, simply given that other people in the thread seem to be having similar difficulties, but I’d really be thrilled if someone comes along and implements a new shading model that solves all of your problems.