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Tangent Smoothing Tessellation

Discussion in 'Graphics Experimental Previews' started by kite3h, Dec 10, 2021.

  1. kite3h

    kite3h

    Joined:
    Aug 27, 2012
    Posts:
    197
    There is no smoothing in a direction parallel to the face in tessellation.

    upload_2021-12-10_22-21-12.png

    but

    upload_2021-12-10_22-21-35.png

    Of course to do this first you have to include the tangent in the depthpress.

    Then

    float3 pws = varying.vmesh.positionRWS;
    varying.vmesh.positionRWS = PhongTessellation(pws,
    p0, p1, p2, n0, n1, n2,
    baryCoords, _TessellationShapeFactor);

    float3 normaldelta = pws - varying.vmesh.positionRWS;

    then one more phong function using t0 ,t1 ,t2

    but this case sometime normal offset and tangent offset was overlaped.

    float overlap = dot(varying.vmesh.normalWS, tangentdelta);

    tangentdelta= tangentdelta - varying.vmesh.normalWS * overlap;

    Of course it is heavy. But it's really heavy. Use LODs only when absolutely necessary.