Hello, I'm currently working on a project where I'm using a vertex offset shader to change the shape of an object. I then need to save the modified mesh. I've done this previously by using graphics.blit to output a texture which is then used to modify the vertex position on the cpu. The problem with this method is that you start getting limited by the colour depth of the texture and graphics.blit does not have access to the same information as the original mesh - if the shader uses vertex normals, for instance, graphics.blit will use the vertex normals of a quad it renders to, rather than the intended mesh. This leads to using textures for vertex normals which again leads to imprecision, even with 32bit textures. I'm just curious if anyone has ideas for a better way to do this.