I'm doing something in Unity where I need to specify the position and orientation of vertices with two
Vector4s, and they're not just position and normal vectors. I've already written my custom shader and now I need to make mesh objects that can be fed into it.
So how do I make my custom mesh? Should I inherit from the mesh class? Will I still be able to use the normal mesh filter and mesh renderer components or should I replace those too? I am comfortable coding the data structure for my new mesh, the question is interfacing with the Unity rendering pipeline and sending the data to my shader in the right way.