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Non-Surface Tessellation shader?

Discussion in 'Shaders' started by zezba9000, Dec 20, 2014.

  1. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    985
    How do I define the "tessellate" method in a until basic shader?
    Is it something like "#pragma tessellate tessFixed"? But thats not working...

    I'm using Matcap lighting and have a shader that doesn't use the Unity "Surface" shader model. Nor does it use the Unity lighting system.
     
  2. mysteryDate

    mysteryDate

    Joined:
    Feb 2, 2015
    Posts:
    11
    I would also love the solution to this. @zezba9000, I think that it may be more complicated than either of us are prepared for. There are options for "hull" and "domain" pragmas, which I know are part of the tessellation pipeline:

    http://docs.unity3d.com/Manual/SL-ShaderPrograms.html

    There's also this forum thread where they discuss vert-frag tessellation, but don't get to a solution:

    http://forum.unity3d.com/threads/dx...vertex-output-combination-not-working.173862/

    I'm looking into it now, I'll see what I can figure out this coming week.