Wanted to see if we could get a COLOR1, COLOR2, COLOR_3 etc intrinsic shader variables for multiple vertex colors.
In looking at GLTF specs, it appears that vertex color can be an array like COLOR0, COLOR1, etc
If this is in fact true (GLTF supports multiple vertex colors), then I wanted to suggest the possibility of getting support in godot (at some point when funding available) for multiple vertex colors such that a shader program can make use of them as masks.
I hope this makes sense as I wrote it, but using Blender as an example, if you made multiple vertex paints, for instance, for some greyscale to use as masks in shader node graph. I'm not actually sure if blender exports all of them ... (maybe)
But anyways, this would give shaders extra layering support without having to throw a pixel based texture at it (in a way where it can be painted and used as a 3d unpixelated mask).
I would think the industry would support this in general, but my knowledge of 3d is still fairly limited at this point in time. Is there something I'm overlooking here?