A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
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 ?