Even if this is possible to solve with shader it is not good approach. You will have overlapping geometry with extra vertices which is not advisable in a sense of performance impact and unpredictable behavior. I think that you should make these meshes procedurally. Take a look at [this][1]
[1]: http://blog.nobel-joergensen.com/2010/12/25/procedural-generated-mesh-in-unity/
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