SIsilicon,
So in my project there's a skyscraper, made of a Gridmap. The player has a camera revolving around this skyscraper, but it cannot go inside it. Instead, to see what happens inside, I was thinking it would be great if, when the player's camera is near enough, the walls near where his camera is could become invisible.
So right now I think I need two shaders because the "shader B", who would make walls invisible around a certain point, could be applied to every member of the MeshLibrary attributed to the GridMap. As such, there would be less ressources used and, when the position of the camera changes, there would be only one shader parameter to change.
I was thinking this was a good solution, but I don't know if it is feasable right.
One last thing, is that the members of the MeshLibrary are meshes imported from .obj, those .obj being created in Blender. As such, I would like if it was possible to not touch the original Material of the imported meshes.