So I have a cube that has 2 UV islands, all split properly, with one vertex colored pure red and the other green. You can see their profile in the attached texture.
What I want to do is be able to change their offsets independently in script. By moving them randomly around my texture map, I can fake a lot of variation with just one map.
Problem is I'm trying to channel mask out the vertex colors in the shader graph, but they eventually get recombined so that any offset moves all the UV.
Anyone know how to manipulate UVs just off their vertex colors, or if there's another way to handle shells independently?