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