Tesselation for standard shader

Can someone shader literate tell me if adding tessellation to the standard shader is a simple task?
If so could you give me an idea of how i can do that?

I have little understanding of shadercode so don’t much idea what this adding tessellation entails, but the “UBER standard shader” has tessellation, so i know its not impossible :slight_smile:

It’s not easy or simple. You have to modify the entire standard shader pipeline to hull/domain shaders, integrating the tessellation into that. It’s a complex task that requires a fair bit of shader experience!

I’ve been thinking about doing it, but I’ll be honest, even working with shaders the past year, I’d rather spend $50 than put in all the time it would take to do it myself. It’d take a good amount of time to support the number of features he has.

Edit: On that note, I’m glad you linked that… I had missed it, that was a quick buy.

Thanks for that… I wish i could buy things like that. A mere hobbyist cant afford such things though. :frowning:

True, yes. But if you’re just a hobbyist, then adding tessellation isn’t that big a deal (you don’t need 2015 graphics… 2012 are pretty good on their own)… or if you’re a hobbyist, then just take the next several months and start learning it on the side! You can learn quite a bit with just a little bit of time each week.

your saying within a few months of studying shadercode id have the knowledge to develop a tessellated standard shader? up until now i have managed with only using shaderforge so have little experience with code.

I REALLY do need this tessellated standard shader, however i could make do with a displacement mapped standard shader. is that a simpler task? could someone help me start that?

Nope, but you can make surface shaders with tessellation, or use shader forge to help develop shaders. It’s a great learning tool, to examine the shaders made. You can use it, or surface shaders, to make what you need and add features to it to get it to the point of imitating the standard shader, or some specific variation of it (you don’t happen to need every single feature, I’m assuming).

ok thanks, i had little look at shadercode tutorials and then the saw how complicated the standard shader is… definitely not going to take on editing the thing.