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Help Wanted Tessellation option in HDRP?

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

  1. dgoyette

    dgoyette

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    We have tessellation, you just need to use the shaders provided. You can't currently author your own shaders that use tessellation, afaik.
     
  2. Subliminum

    Subliminum

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    >We have tessellation
    >>You can't currently author your own shaders that use tessellation,

    Is custom shadergraph authoring not what we are talking about?
     
  3. rz_0lento

    rz_0lento

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    There is a Lit Tessellation shader for HDRP, it's a standard HDRP shader, not a shader graph.
     
  4. Subliminum

    Subliminum

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    This thread is about using Tessellation with Shader Graph. Everyone knows about the inbuilt Shaders already...you cant access the Tessellation feature through ShaderGraph, HDRP is out of preview, so the HDRP tessellation features should be available to customize. This is why no 3rd Party Devs have made a HDRP Terrain shader which tessellates...not to mention the lack of a HDRP detail shader for Terrain either.
     
  5. rz_0lento

    rz_0lento

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    My reply was to this:
    Just wanted to point out that there is tessellation option, we just not have it on shader graphs yet (and I wouldn't really hold my breath while waiting for Unity to add it to SG). I guess the messaging could have been more clear from all sides here :)

    If you are up for making custom shaders tho, you can just take Lit Tessellation shader and modify it for your own needs. Lit Tessellation is actually almost carbon copy of regular HD Lit shader, it mainly has few extra pragmas on each pass that uses this, it exposes the tessellation properties and one extra include.
     
    Subliminum likes this.
  6. Subliminum

    Subliminum

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    And precisely why it should be in the ShaderGraph haha, and for clarification by "at all". I meant "at all in ShaderGraph for HDRP". At the moment i am building everything except these kind of features in my Graphs with the hopes it will be released soon, otherwise i will be porting them manually into the LitTessellation/LitLayeredTessellation :(.
     
  7. francois85

    francois85

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    Will URP support tessellation in shadergraph? We are really struggling with the fragmented functionality across all the technologies. I thought maybe SC would at lest give us a way to save work on shaders scaling to and from HDRP and URP but I’m not so sure now. It impossible to maintain a URP and HDRP projects. Anyone have any ideas.
     
  8. hippocoder

    hippocoder

    Digital Ape Moderator

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    It is a WIP on Unity side and it it's planned but you can't really expect a solid date for when it will land unfortunately. There is the possibility of you writing it yourself in the shader though. In theory, any unlit shader (which can have custom lighting) from before should still work on URP, just not via shadergraph.

    You can have a look at amplify, ask those guys if their amplify shader editor will do it. It will if they handle the lighting their end, otherwise if they are just hooking into Unity shadergraph it won't. It doesn't hurt to ask.

    I'm sorry for not being much help here. If it was me, I would probably use shadergraph and then right click the master (end node) and show the source code. From there you can try saving that to a file and editing in tessellation support. I think this would be difficult though.
     
    Subliminum likes this.
  9. kilik128

    kilik128

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    ok so any other trick or we must just wait
     
  10. rz_0lento

    rz_0lento

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  11. Subliminum

    Subliminum

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  12. StudioEvil

    StudioEvil

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    I've just opened Shader Graph trying to create a tesselation custom shader. And i found this thread. Nice.
     
  13. StudioEvil

    StudioEvil

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    @adamz could you change the starting topic from "Help Wanted" to "Feature request" ?
     
  14. francois85

    francois85

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    I ended up using amply shader editor for tessellation
     
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  15. StudioEvil

    StudioEvil

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  16. francois85

    francois85

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    Dont get me wrong they are both great and have their strengths and weaknesses, no reason you cant use both. But one thing that is fantastic about ASE are the Devs on discord. I would highly recommend supporting this tool as well as giving feedback to SG. The more tools we have the better
     
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  17. StudioEvil

    StudioEvil

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    We're are using ASE too, since the beginning :) I was just messing around with the new Unity Shader Graph to understand what can i do and don't.
    So, is ASE HDRP ready now? Will test it soon!
     
  18. rz_0lento

    rz_0lento

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    ASE has had HDRP support for quite a long time already. Main disadvantage on using ASE instead of SG is that they only support versions for officially released Unity, which means up to 7.x atm. If you need to use newer HDRP, you have to maintain the HDRP template changes yourself which is quite tedious. There can also be some delays on getting new updated version once Unity releases new HDRP.

    I'll quote current asset store package description:
    So I don't know if they fully support HDRP 7.3.1 even atm (altho it could still work if there's no major changes to hd lit shader itself).
     
  19. francois85

    francois85

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    I’m using it on latest HRDP no issues so far fingers crossed touch wood. I’m even using it In Hybrid Renderer with no issues.
     
  20. Reanimate_L

    Reanimate_L

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    9.x.x?
     
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