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Tessellation for height map displacement in URP?

Discussion in 'Universal Render Pipeline' started by Antony-Blackett, Feb 11, 2020.

  1. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,772
    Hi,

    I'm thinking of implementing a height map overlay on my level geometry. I've not done this before but from a quick google it seems I may need tessellation features in my shaders. Can we do this in URP?
     
    bobbaluba likes this.
  2. TeamGameController

    TeamGameController

    Joined:
    Mar 28, 2019
    Posts:
    1
    No, first of all, let me clarify something: tessellation isn't necessary (but is recommended), You could just sub-divide the object / models in the 3d modeling software of your choice. But however in urp to do the tessellation, you may need to use shader graph.
     
  3. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,450
    Subdividing the model creates a denser mesh with larger storage requirements.

    Tesselation does it a runtime
     
  4. Elharter

    Elharter

    Joined:
    Sep 20, 2015
    Posts:
    58
    interesting in the same subject.....some news here?
     
  5. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    5,994
    Amplify Shader Editor does tesselation out of the box