Currently in Unity, when you use a skinned mesh renderer, the vertex positions you get in the shaders, are the already-skinned ones. For certain visual effects it is desirable to have the pre-skinned vertex position. Consider things like making a character's hand glow and have the glow extend towards the arm, but not to their chest if they hold their hand to said chest. Other effects could include remaining wet up to a waistline after walking in water and moving out, but when crouching not have the effect immediately 'teleport' to the arms and torso due to the skinned positions suddenly being lower. I know that we can write a unity custom asset post processor and include this information in an extra UV layer (as each one can contain up to a vector4), but is there a more intuitive / easier to work with way? I'd also love to use this information with VFX Graph! Thanks!