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Discussion in 'Shader Graph' started by adamz, Apr 15, 2019.
How do I create a Phong based tessellation shader using Shader Graph?
Tessellation is not currently supported in Shader Graph, but it is on our task list and we're working on it.
Yes, please, we need tessellation for weather-related shaders
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?
Oh, that LOD-ish feature would be neat!
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!
@alexandral_unity Any news on the HDRP shader graph lit tessellation master node? Couldn't find a note on the roadmap.
I too have use for low level tessellation but not the performance losses that come with typical high level implementations that Unity currently uses.
Is tessellation now supported in Shader Graph ?
Tags really need to be removed, they just don't help when every post bar maybe 1% is asking for help.
Just wondering if we have tessellation yet
Just wondering where do I find the LitTessellation shader.
Where did u see the road map
It's HDRP/LitTessellation if you're using HDRP
Not seeing it , is it platform specific?
Here is what im seeing
Those are shader graphs, Lit Tessellation is standard HDRP shader. You select it as your shader from your material.
Yea I realized after making post so this doesn't really help me. Do you know if shader graph will support tessellation
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.
Oooo no , this is a problem ... crap
You can still pick tess from the base shader if it's any help:
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.
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
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 ?
@francois85 consider manual implementation - either by looking at this:
or by downloading and poking around the HDRP lit tessellation shader from the unity archives and seeing how it accomplishes tessellation (although that might be bound to that specific pipeline.)
Thanks for the reply. Do you know if there are any example for Metal tessellation?
I’m really hoping this get added to the shader graph not sure I have cycles to burn on this
Presumably the standard shader can cover metallic use cases? But I don't know. And I hear you, SG is very impressive in some ways but still lacking core shading features (stencils, anyone?) That, imo, don't quite catch it up to Unreal's material editor.
Im ok with waiting for shader graph to catchup with Unreal material editor. All I really want is some sort of roadmap for what is coming so I can plan accordingly. Ive brought it up before, finger crossed Unity posts some blog with this.
how do you rebuild the normal from the displacement?
also is there still no update for SG support? @alexandral_unity
There's a normal node you can use, but I generated mine with ddx/y
so it's outputing a normal map then?
Yes I build 2 textures, height and normal then read them in a tess shader, but can use shader graph's built in height to normal function and skip that step.
But if you use SG then you don't have tess
Any tessellation yet?
I cant see it in the latest Beta
Why do we get no official words on this matter? When can we expect at least a roadmap point for SG tessellation support? @alexandral_unity ? It would be great if the HDRP guys could be as communicative as the guys in the Unity Teams forum; @ryanc-unity always replies within 24h.
My gut feeling is this is in works and will drop in 2019.3
Will URP support tessellation with shadergraph
I highly doubt 2019.3 is getting this on SG, there's zero work done for this on the SRP github, wip branches usually arrive well beforehand there + pretty certain 2019.3's HDRP featureset is locked already in a way it'll not get bigger changes like this easily anymore.
I'd say at some point in 2020 earliest would be more realistic estimate but even that is bit unclear because this doesn't seem to be very high priority task for HDRP team.
That’s a bit depressing. Ok we bill have to work around this somehow, juggling so much tech and can’t get them all to fit. Is there some sort of feature comparison table for build in render hybrid render URP and HDRP.
Umm 2019.3 going to be released right, including HDRP out of preview? is Stable HDRP going to be released without tessellation support on shadergraph??
It doesn't seem to be a very high priority atm. There's no official word where this is going at but it's certain it's not going to be on HDRP 7 when it fully releases.
Oh boy, we need tess in the SG.
It would be handy, yes. We'd also need terrain graph.
For the time being, if you need to render custom effects with tessellation, you need to use stock HD tessellation shader and feed it with rendertexture with the custom data. Obviously this is additional resource wasted when you could just modify the thing directly on same shader.
I was trying to use the tessellation shader just now, giving it a height map to control the tessellation height, and I found that I was unable to change the offset of the heightmap using SetTextureOffset. Has anyone else tried this or had success getting the height map to move independent of the base color map? SetTextureOffset("_HeightMap", someOffset) wasn't doing anything. Does HDRP not support changing the offset of textures other than BaseColorMap?
Could you briefly explain how you go about outputing the texture from the shader into the Tessellation material? Can ShaderGraph output textures yet? Or are you using a standard shader and somehow storing the result in memory, or as an asset?
Either via https://docs.unity3d.com/Manual/class-CustomRenderTexture.html or feeding it RenderTexture rendered with additional scene camera.
Thanks. That worked great.
it will be great to have a node "Mesh smooth" like, that allows to tesselate, and smooth the angles of the mesh
Would be great to have tessellation at all haha