Hi.

Just a quick question about handling instance_material and bind_vertex_input in a clean manner. Is it safe to assume that the "input_set" attribute of "bind_vertex_input" can be used as a texture stage index in each instance, or should the texture stage be allocated linearly for each instance of the texture in the effect?

It seems the only way to map a texture to a UV set is by this index. Is this a legitimate assumption to make?

Paul