Localised Tesselation/ Main Color Input Question

Good morning, I am testing out Unity 4.0 and tessellation, and I am wondering if there is a way to get localised tessellation on a character model. Because I have a character who is wearing a hard surface helmet and tessellation smooths the corners too much… could there be a way to prevent that?

And another subject I would like to touch on for shaders, is the MainColour/SpecularColur inputs on a material, are they really neccessary? That is my only beef with Unity and the material system… I am not a shader programmer, but I kinda see those as something not really needed, especially when you can paint a coloured specular gloss map. The only function I would see the MainColor input being useful is a skin shader… I’m a control freak when it comes to detailing my models…

Do you think for future updates of Unity that you guys would expose the inputs for Specular and Gloss maps as there own input?

When you want hard edges, you should create a small bevel in the source model. Basically replace that edge with a very thin face.

For the colors, you can just create a copy of those shaders without those properties. The default shaders are made for generality not performance.

Oh i see… so nothing to really worry about…