Hi, I am new to Unity's new Visual Effect Graph editor. Though I have used similar systems for many years. My project is using Unity 2019.3.3f1, Universal Render Pipeline (URP) I have 3 questions: 1. Can I use custom mesh with my own shader (URP)? 2. Is there a way to split the pCache Attribute Map (3d texture) into separate RGB channels, so that I can use these for different particle manipulations? Position, size, color tint I want to use red vertex color area to spawn submesh mask1, green for submesh mask2, blur for submesh mask 3, and so on. I can only seem to spawn grass particles on the red vertex color channel 3. Is there a way to tint grass particles that are spawned in shadowed areas? E.g. by looking up light map pixel below, to the nearest particle pivot, and tint the grass by this value.If a grass particle is half way in light and half way in shadow then it will use the tint from where the pivot is. Or is there another method? I understand that GPU particles are unlit on URP? Please advise!