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Tessellation and instancing

Discussion in 'Shaders' started by jdcart23, Sep 10, 2019.

  1. jdcart23

    jdcart23

    Joined:
    Jan 17, 2018
    Posts:
    12
    Hi,

    I'm having a really hard time with a surface shader that has tessellation. This shader is meant to be rendered on the magic leap device where I'm using single pass instanced rendering.

    After some work I tracked the issue to the instancing. It looks like tessellation and instancing can't be enabled at the same time.

    After I added #pragma noinstancing to the shader, it compiled. However, since I'm using single pass instanced on the device, the shader only renders to one eye.

    Is there anything that I can do to overcome this issue?

    I'm using Unity 2019.2.3f1

    Thanks in advance.