Distinct background and foreground vertex colors - possible or not?

I’m experimenting with procedural meshes and textures right now and I’m wondering if it is possible to interpolate not one but two values of vertex color over mesh faces - one for background and one for foreground of generated texture? I do not mind hand-writing some messy vertex factory shader code, but would prefer retaining ability to compose material in visual editor. Any clues how to do so?

Hey diagoras -

You can definitely use different values in the RGB channels of the vertex color to yield different texture results? Is that what you are referring to? Meshes’ vertices can only have one assigned color.

Thank You

Eric Ketchum

No, I wanted two sets of RGB values per vertice. If that’s impossible, it would be very sad.

Hey diagoras -

No Vertices are limited to only one color.

Thank You

Eric Ketchum