I’m playing around with some DX11 shaders, and I was wondering if it is possible to pass in a curvature map to control the phong tessellation.
In the examples the #pragma accepts a float value “tessphong:_Phong”
I have tried passing in a texture map into ‘tessphong’ but it doesn’t appear to have any impact on the vertices.
I have a character with sci-fi hardsurface armor that has some long clean arcs. The normal displacement does a good job of offsetting the surface, but the silhouette still shows has harsh edges. And my harder edges sort of melt away when I use phong tessellation.
So I am considering baking a curvature map from xNormal and using that as a mask for phong tessellation. But this will only work if I have a way to control the ‘tessphong’.
In an ideal world, I would have a vector displacement shader, but that is quite out of scope for my knowledge base at the moment.
Phong tessellation is by definition smooth. I’m not sure understood, probably all you need is tessellated displacement shader. There’s one in the docs and now bundled with Unity 4.1 that takes a heightmap.
Also it’s possible to mix the two toghether.
I’m really just looking for a way to control the smoothness of tesspong via texture instead of a float.
With the regular displacement I still see most of the silhouette from the source mesh.