It is recommend to setup this value to maximun size extracted from the displacement map. This is required to help the culling algorithm to not discard vertices which could be out of bounds. Maximun possible world displacement in meter for the Material. In the Layered Lit Tessellation Shader and Lit Tessellation Shader, Unity calculates it automatically from displacement. The following property is only available in Master Stacks. This is because these platforms cannot consistently handle this many subdivisions. To maintain good performance on the Xbox One or PlayStation 4, do not use values greater than 15. Note that higher values also increase the resource intensity of the tessellation effect. More subdivisions increase the strength of the tessellation effect and further smooths the geometry. If you want more subdivisions, set this to a higher value. The number of subdivisions that a triangle can have. For Master Stacks this option appears as an input. The following property is only available in the Layered Lit Tessellation Shader and Lit Tessellation Shader. This property only appears when you select Phong from Tessellation Mode. If you want HDRP to fully spherize the Mesh, set this to 1. If you do not want HDRP to spherize the Mesh, set this to 0. This property represents the strength of the spherization effect. To smooth the Mesh surface, Phong tessellation spherizes the Mesh. If you assign a displacement map for this Material and select this option, HDRP applies smoothing to the displacement map. Phong tessellation applies vertex interpolation to make geometry smoother.
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