Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Feature Request Tessellation option in HDRP?

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

  1. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    3,363
    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

    Joined:
    Nov 9, 2017
    Posts:
    94
    >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

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    There is a Lit Tessellation shader for HDRP, it's a standard HDRP shader, not a shader graph.
     
  4. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    94
    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

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    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

    Joined:
    Nov 9, 2017
    Posts:
    94
    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

    Joined:
    Aug 11, 2015
    Posts:
    1,349
    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

    Joined:
    Apr 11, 2010
    Posts:
    26,726
    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

    Joined:
    Jul 15, 2013
    Posts:
    882
    ok so any other trick or we must just wait
     
  10. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    1,737
  11. Subliminum

    Subliminum

    Joined:
    Nov 9, 2017
    Posts:
    94
  12. StudioEvil

    StudioEvil

    Joined:
    Aug 28, 2013
    Posts:
    60
    I've just opened Shader Graph trying to create a tesselation custom shader. And i found this thread. Nice.
     
  13. StudioEvil

    StudioEvil

    Joined:
    Aug 28, 2013
    Posts:
    60
    @adamz could you change the starting topic from "Help Wanted" to "Feature request" ?
     
  14. francois85

    francois85

    Joined:
    Aug 11, 2015
    Posts:
    1,349
    I ended up using amply shader editor for tessellation
     
    hippocoder likes this.
  15. StudioEvil

    StudioEvil

    Joined:
    Aug 28, 2013
    Posts:
    60
  16. francois85

    francois85

    Joined:
    Aug 11, 2015
    Posts:
    1,349
    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
     
    Subliminum likes this.
  17. StudioEvil

    StudioEvil

    Joined:
    Aug 28, 2013
    Posts:
    60
    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

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    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

    Joined:
    Aug 11, 2015
    Posts:
    1,349
    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

    Joined:
    Oct 10, 2009
    Posts:
    2,427
    9.x.x?
     
  21. Zaine7673

    Zaine7673

    Joined:
    Feb 15, 2018
    Posts:
    212
    would really love to see a tessellation node added to SG. Ive set up a shader to make footprints in the ground and everything looks great except when i cam to adding some deformations in the ground I realised I cant :-D and my old shader doesn't work anymore
     
  22. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    Your alternatives really are: use POM on SG or use ASE.

    Sure sometimes it works but for example current 10.x requires manual work. I know this because I've done it (upgraded ASE's HDRP template for 10.x).

    Also worth noting is that being able to run older ASE template on newer HDRP is one thing, for example there's only one breaking change on 10.x on ASE shaders but if you want to get full 10.x compatibility, you need to also update rest of the options. Like for example 10.x brings transparent SSR toggle to shaders which you can't toggle from current 7.x HDRP template from ASE.
     
  23. projectorgames_unity

    projectorgames_unity

    Joined:
    Oct 15, 2018
    Posts:
    28
    It is seriously still being 'working on' almost 18 months later?
     
    holyfot, Horus_Sungod42, punk and 6 others like this.
  24. Discipol

    Discipol

    Joined:
    May 6, 2015
    Posts:
    68
    I also need it for terrain + water smoothing. The LOD feature is also delicious
     
  25. Xyotic

    Xyotic

    Joined:
    Dec 7, 2013
    Posts:
    2
    Need this for more details in my procedurally generated world.
     
    holyfot and Discipol like this.
  26. adamz

    adamz

    Joined:
    Jul 18, 2007
    Posts:
    1,029
    Sure thing. (Just saw this now)
     
    Xyotic likes this.
  27. Beervangeer

    Beervangeer

    Joined:
    Dec 4, 2012
    Posts:
    24
    Is it still not possible to acces tesselation in shadergraph?
     
  28. JelmerV

    JelmerV

    Joined:
    Nov 29, 2012
    Posts:
    219
    Damn, I just got familiar with displacement shaders in 3ds max, and though it would be great to do it in Unity, to be able to finally make my 2 x P6000 sweat a bit. No displacement shaders possible in HDRP :/
     
  29. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    Displacement itself works just fine, it just doesn't have runtime tessellation. So for example if you have dense poly plane it would displace just fine on SG.

    If you need tessellation on HDRP, your only easy option is to use Amplify Shader Editor as they do support it.
     
    JelmerV, zhuchun and Lars-Steenhoff like this.
  30. holyfot

    holyfot

    Joined:
    Dec 16, 2016
    Posts:
    33
    For HDRP to not have tessellation (as a higher end pipeline) doesn't make any sense. Please unity add this, It's been in consideration for months!! We really need this for terrain shaders. URP/Built-in still put HDRP to shame with terrain tessellation.
     
  31. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    1,737
    URP doesn't have tessellation support for Shader Graph either
     
  32. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,427
    Well technically HDRP did support tessellation though, it's just ShaderGraph that haven't support it yet
     
  33. Xyotic

    Xyotic

    Joined:
    Dec 7, 2013
    Posts:
    2
    The worst thing about it is that your arent even able to implement it yourself since there is no master node api...
     
unityunity