Can anyone tell me how to use the tessellation displacement node in the master stack of shader graph HDRP?

I don’t quite understand how to use the tessellation displacement node in the master stack of shader graph for HDRP, what I’m trying to do is I’m trying to create a wet surface shader that uses tessellation displacement for the height of the puddles so of course I’ve got a black and white image to represent the height data for the puddles, I have tried to input this into a multiply node and then try to connect it to the tessellation displacement master stack node but it will not connect and there just doesn’t seem to be anything online about how to achieve this, can anyone help me out with this?

There are certain operations that are not possible to do in the vertex shader. Sampling textures in the regular way is one of those things. So to help with that, Shader Graph provides a node called Sample Texture 2D LOD that you need to use when sampling a texture for the vertex shader.

Here’s an example of a very simple tessellation/displacement shader. Notice that I’m using the Sample Texture 2D LOD node to sample the height map instead of the standard Sample Texture 2D node.

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This was exactly what I needed, Thank you very much for the excellent advice and speedy response, I always appreciate your expertise Ben :grinning: