I am trying to sample the base color texture of skinned mesh to color the particles in VFX graph. How would I do it? My current intuition is: The skinned mesh sampling node takes vertex index as input. Is there any way I can store this vertex index as an attribute for each particle spawned. And then later use this attribute as input to Skinned mesh sampling node (through vertex index)? Is my intuition correct for the usage of vertex index? How else would I be able to link vertex index to particle spawned at that vertex so that I can colour it accordingly.