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Tessellation consulting
Tessellation consulting








tessellation consulting

None: HDRP only uses the displacement map to tessellate the mesh.To smooth the result of displacement, you can also apply Phong tessellation. Materials can use a displacement map to tessellate a mesh. Specifies whether HDRP applies Phong tessellation or not. Note: increasing the number of triangles that this Shader tessellates makes the effect more resource intensive to process. If you want HDRP to tessellate smaller triangles, and thus produce smoother geometry, set this to a lower value. For example, if you set this value to 100, HDRP subdivides triangles that take up 100 pixels. The screen space size (in pixels) at which HDRP should subdivide a triangle.

tessellation consulting

HDRP does not tessellate triangles at distances that are further from the Camera further than this distance. The maximum distance (in meters) to the Camera at which HDRP tessellates triangles. HDRP fades tessellation out from this distance up until End Fade Distance, at which point it stops tessellating triangles altogether. The distance (in meters) to the Camera at which tessellation begins to fade out. If you want more aggressive culling and better performance, set this to a higher value. If you want to disable back-face culling, set this to -1.0. Specifies how HDRP culls tessellated triangles. If you enable this feature, HDRP exposes the following properties to control how Unity tessellates your Material's surface and smooths geometry: Properties The Tessellation options control how Unity tessellates your Material's surface and smooths geometry.










Tessellation consulting