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.
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.