How to implement tessellation in a shader graph

Because it uses automatic translation, I’m sorry if it becomes difficult to understand.

Currently in Unity2019.2.3f1,

Using shader graphs in HDRP environment,

I am trying to implement tessellation functionality in a shader graph.

As an implementation method, from shader graph (master node uses Lit Master)

Once output as a shader code, with reference to `` LitTessellation.shader ‘’ of the HDRP standard shader,

Adjust the code so that the shader library and definition values ​​to be read are the same,

At the end of all shader passes except META pass

Two sentences “#pragma hull Hull” and “#pragma domain Domain” were added.

However, with this method, the 3D model itself works as expected,

Although the effect of dividing and inflating polygons appears,

The texture color was not properly reflected.

As another implementation method,

Processing related to tessellation from “LitTessellation.shader”

Port all relevant information such as definition values ​​to your own shader library,

For shaders output as shader code from the shader graph,

Loading the above shader library

At the end of all shader passes except META pass

I tried to run the Hull shader and Domain shader implemented in the shader library.

Unfortunately, this method is similar

Although the effect of dividing and inflating polygons appears,

The texture color was not properly reflected.

That is the question,

If you have implemented tessellation in your shader graph,

I would like to know how to implement it.

You can’t