Let’s assume a case, like a billboard shader…
You can calculate and rotate in C# code, but we always get lured by the gpu.
In case of Unity, shader graph can do following things:
[Camera Node] → [Calculate blah blah] → [Position Output]
Basically it is implementing the Vertex Shader function in node graph.
By the way, Flax seems not have the ‘position’ output.
Material follows the position of the source model, only adding little ‘offset’ and 'displacement’s to it.
There is customizable META_VS macro for HLSL, but it seems only for customized postprocess render pass with manual binding of codes.
Is there any option for material graph to access the output of vertex position, or assigning global shift/rotation?