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The best way that is supported by all platforms is to write it into the mesh data. For instance, you can pick an unused UV channel, and on the CPU preprocess the mesh and write the indices into the UV channel, and then you can read the UV channel in the shader to get the index
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The best way that is supported by all platforms is to write it into the mesh data. For instance, you can pick an unused UV channel, and on the CPU preprocess the mesh and write the indices into the UV channel, and then you can read the UV channel in the shader to get the index