Hi.
What is the nature of the shader and / or data? Are the vertex data constant, or at least in sync for all such objects on any given frame? (Those are the only situations where I see this making sense.) Are you actually running up against performance problems?
At the moment we don’t have the ability to reserve a block of uniforms associated with a shader. If you can spare a texture–i.e. your effect is either a generator or filter, not a composite–you might be able to encode your data in the pixels, and it would be common to all objects using the effect, though that’s a bit more work to maintain.