Return UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, _EdgeLength) įloat d = tex2Dlod(_DispTex, float4(v.texcoord.xy,0,0)). Der Aufruf der Tessellation-Shader erfolgt nach dem Vertex-Shader und vor dem Geometry-Shader. Technisch besteht er aus zwei getrennten Shadern und einem Fixed-Function Tessellator. #pragma surface surf BlinnPhong addshadow fullforwardshadows vertex:disp tessellate:tessEdge nolightmapįloat4 tessEdge (appdata v0, appdata v1, appdata v2) Als Tessellation-Shader (vom englischen tessellation für Mosaik) wird ein Teil der Grafikpipeline in der 3D-Computergrafik bezeichnet. It just moves vertices along their normals based on amount coming from a displacement map: Shader "Tessellation Sample" Note: This card also appears in the Shader Graph. This will allow you to dynamically add detail to your meshes. Let’s start with a surface shader that does some displacement mapping without using tessellation. Author shaders that use Tessellation for HDRP. No GPU tessellation, displacement in the vertex modifier
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