You can add the VertExmotion node after the Vertex displacement in shadergraph. You'll have to set the material property block of the VertExmotion component to your own renderer. In HDRP the function need the 'absolute world position' for the input position. The sensors have to be set as children of the bones, so it should work like a regular skinned mesh. So I think that it should work like this : - Apply the VertExmotion component on the SkinnedMeshRenderer - Create the sensors with the editor - Add the VertExmotion node to your shader - Create a script for applying the VertExmotion material property block to your own renderer.