I'm trying to create an animation using a plane distributed with icospheres that is affected by another shape using the proximity attribute in geometry nodes.
Now the problem is when I use a texture coordinate with the object set to the icosphere it will see the entire plane distributed with icospheres as 1 object instead of separate objects.
So when I put a magic or wave texture on my icosphere using the UV texture coordinate, the icospheres distributed on my plane are a plain color instead of the desired effect of the texture. Or when I use a gradient texture using the generated or object coordinate the effect will be spread all over the plane instead of spread over the separate objects.
So how can I control the shaders of my distributed objects using geometry nodes as separate objects instead of 1 object?