I'm doing vertex deformation based on vectors stored in one of the UV channels of my mesh. I'd like to move away from this, because I'm rapidly running out of UV channels (especially because the Shader Graph only exposes UV0-UV3).
I'll need to pass a couple float4's for each vertex in my model.
I'm already using StructuredBuffer to pass variably-sized arrays to my shader. This isn't per-vertex, though: the data is shared across the entire model.
Would a StructuredBuffer still be appropriate for sending per-vertex data, or is there a better way to do that?