Shader High Definition Render Pipeline

Hello,

I have updated my project to use the new High Definition Render Pipeline. In my project I have used a custom shader. The shader implements the standard maps (albedo, specular, normal on UV0) and tesselation. Furthermore, it uses a displacement map, a second normal map that is blended with the first normal map and an occlusion map on channel UV3. I implemented it as a Surface Shader.

Of course this shader does not work anymore with the High Definition Render Pipeline. In one of the introduction videos I saw, that tesselation is used. Is it possible to use tesselation with the standard HDRenderPipeline/Lid material? Furthermore, can I use maps with different UV channels with the HDRenderPipeline/Lid Material? Do I have to implement these shader by myself? Are there some samples for programming a Shader that works with the HDRenderPipeline or have I to wait until the Shader Graph is released that enables building High Definition Shaders?

I hope somebody can help me with my questions!

Best regards,
Lea

I have tried the shader myself and tesselation is possible. However, I couldn’t find the option for multiple UVs.

You can use the detail maps in the HD/Lit shader with different UVs. But it’s built so that all the main maps use the same UV (Can be uv 1 to 4, or planar or triplanar). So you can’t use a different uv for the albedo and the occlusion.

If you feel adventurous you can use this branch of Shader Graph instead of the one delivered with package manager, where there is a support for HDRP : GitHub - Unity-Technologies/ShaderGraph at HDMaster