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How would I convert this fixed tessellation shader from CG into HLSL so it can be used with URP?

Discussion in 'Shaders' started by samlaserbeam, Feb 25, 2021.

  1. samlaserbeam

    samlaserbeam

    Joined:
    Oct 2, 2019
    Posts:
    3
    https://docs.unity3d.com/Manual/SL-SurfaceShaderTessellation.html

    About a quarter of the way through this link, there's code to a fixed amount of tessellation shader that works perfectly for what I'm trying to do, but it's not compatible with the Universal Render Pipeline. I tried changing the "CGPROGRAM" and "ENDCG" to their hlsl counterparts, but that hasn't quite fixed it. I'd there's still a bit more refactoring that needs to happen, so any help is greatly appreciated.
     
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