I am making a deformable mesh that is affected by world position offset, but I also need to keep track of vertex height.
Is there a way I can get the vertex buffer from my dynamic mesh after WPO is applied?
Or would I need to make my own vertex shader that displaces x,y,z, and remove the WPO all together?
The mesh itself starts off as a flat plane, and whenever I try to access the SRV containing the vertex positions it will always read 0 for z-direction while the displacement is happening.