lets say i have the following structure defined in a header (for reusage):
struct VertexShaderInput
{
float3 Position: POSITION;
float3 Normal: NORMAL;
float2 UV: TEXCOORD;
float4 Color: COLOR;
};
however, some meshes dont have normals or colors and some passes (such as Depth PrePass) doesn't need Normal or Color.
Is there a way to keep the struct definition above in my shaders and simply sending "zero" bytes for Normals and Colors?