Hi,
Is it possible to write a geometry shader that uses tesselation (on created geometry)?
With order like:
vertex shader → geometry shader (geometry is created) → tesselation (geometry is tesselated) → fragment shader
Hi,
Is it possible to write a geometry shader that uses tesselation (on created geometry)?
With order like:
vertex shader → geometry shader (geometry is created) → tesselation (geometry is tesselated) → fragment shader
I am not sure but you can’t use tesselation:tess to access the unity surface shader tesselation. Thats only for surface shaders. So lets take a look in the cginc. First you need the data of all three vertices of a triangle (v0,v1,v2). The you do a lot of calculation which can be copied from the cginc and finally you get the data of the vertex (return of float4 tess). Thats where the trace ends (i didn’t do much research). But if you want to tesselate your new geometry you might be able to feed this in your geometry shader and create a new Tri with this data.