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Help Wanted Tessellation option in HDRP?

Discussion in 'Shader Graph' started by adamz, Apr 15, 2019.

  1. adamz

    adamz

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    How do I create a Phong based tessellation shader using Shader Graph?

    Thanks.
     
  2. alexandral_unity

    alexandral_unity

    Unity Technologies

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    Tessellation is not currently supported in Shader Graph, but it is on our task list and we're working on it.
     
    francois85, danielbrm, fdiba and 4 others like this.
  3. zhuchun

    zhuchun

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    Yes, please, we need tessellation for weather-related shaders
     
  4. Horus_Sungod42

    Horus_Sungod42

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    I'd like to add that having the tesselation node with additional technical information/inputs, like the tesselation amount, the distance where it fades, etc (like Unity did with the HDLit shader) would be kind of essential.

    In Unreal, the tesselation node has few parameters to make it fade with distance (though perhaps it's all handled automatically and I haven't noticed?).

    Would it make sense to add POM as about the same time as tesselation in the Shader Graph?
     
  5. zhuchun

    zhuchun

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    Oh, that LOD-ish feature would be neat!
     
  6. Horus_Sungod42

    Horus_Sungod42

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    It's in the standard shader of the HDRP, hopefully it's not unreasonable to get it in the graph.

    I briefly saw an Unreal tutorial which had a fairly complex way to LOD out the tesselation, with a bunch of nodes, but it seemed quite inconvenient. Hence this suggestion to have these features built in!
     
  7. BitAssembler

    BitAssembler

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    @alexandral_unity Any news on the HDRP shader graph lit tessellation master node? Couldn't find a note on the roadmap.
     
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  8. hippocoder

    hippocoder

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    I too have use for low level tessellation but not the performance losses that come with typical high level implementations that Unity currently uses.
     
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  9. fdiba

    fdiba

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    Is tessellation now supported in Shader Graph ?
     
  10. rizu

    rizu

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    No.
     
  11. hippocoder

    hippocoder

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    Tags really need to be removed, they just don't help when every post bar maybe 1% is asking for help.
     
  12. francois85

    francois85

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    Just wondering if we have tessellation yet
     
  13. francois85

    francois85

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    Just wondering where do I find the LitTessellation shader.
     
  14. francois85

    francois85

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    Where did u see the road map
     
  15. zhuchun

    zhuchun

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    It's HDRP/LitTessellation if you're using HDRP
     
  16. francois85

    francois85

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    Not seeing it , is it platform specific?
     
  17. francois85

    francois85

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    Here is what im seeing
    Screen Shot 2019-09-11 at 10.01.07 PM.png
     
  18. rizu

    rizu

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    Those are shader graphs, Lit Tessellation is standard HDRP shader. You select it as your shader from your material.
     
  19. francois85

    francois85

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    Yea I realized after making post :( so this doesn't really help me. Do you know if shader graph will support tessellation
     
  20. rizu

    rizu

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    It does not support it today. I'm sure the SG version is buried somewhere on their "would be nice to have" -list but there's no indication of any kind on current github repository that they are adding this any time soon.
     
  21. francois85

    francois85

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    Oooo no , this is a problem ... crap
     
  22. hippocoder

    hippocoder

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    You can still pick tess from the base shader if it's any help:
    upload_2019-9-12_16-53-33.png
    It may be sufficient if you can generate the needed textures via custom shader (I do this for water) then feed these into HDRP lit tess.
     
  23. francois85

    francois85

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    Thanks for pointing that out but unfortunately it will not work since its a custom shader that rides ontop of ECS allowing a paint context where I can paint 100s of different textures.

    here is the prototype

     
  24. francois85

    francois85

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    Problem is Im trying to move to SRP because Hybrid renderer testing for the build in renderer will fade after 2019.3 But tessellation is not available in SRP soo im not sure what to do here. Any suggestion ?