First off, thanks so much to mcoted3d for being so patient and helpful in this forum, and I'm really happy that it's possible to import SVGs into Unity now. And I apologize, I'm sure this question has been asked, but I can't find it with search. For my weird use case I want to render SVGs with a MeshRenderer and custom shader, so I want to access the actual mesh the SVGImporter generates, and the sprite doesn't help because it doesn't give access to the vertex colors. Is there a way to hook in during asset import to get the generated mesh object? I suppose I can read the SVG asset text myself and do my own tessellation, but then I'm processing each asset twice, and it would be nice to have the exact same mesh used to make the sprite so they look the same. The project will eventually have thousands of small SVGs and it would be nice to keep asset processing times down. Thanks so much!