Hey guys i was just wondering is there any reason why tessellation doesn’t let you tile the displacement map this is the main one as well as it handles the height if you have a tillable texture and you increase the tiling it just doesn’t work (dx 11 tessellation bumped specular). I increased the height on the second image so you can see what is happening the displacement is set to alpha from grey scale.
Hi,
i had the same issue. Just multiply your texture coordinates by your tiling factor like this:
void disp (inout appdata v)
{
float d = tex2Dlod(_DispTex ,float4(v.texcoord.xy*_Tiling,0,0)).r * _Displacement;
v.vertex.xyz += v.normal *d;
}
nice, can you offer a screenshot too?
I am currently trying to make an TerrainSystem for educational Purpose. (As you can see its very bad atm)
Is it requiring unity 4.1 or 4.1.2 ? cus it dosnt work for me and i’v got unity 4.0.1 .
Ok i had to add a varible _Tiling and an slider, what about Offseting, what can i do it ?
actually its the same just add your offset to the uvs. If you want a different offset for the y-direction you have to split th uv in x and y like that:
float4((v.texcoord.x*30+0.1f)(v.texcoord.y*30+0.2f),0,0)
Hi, Ceryni
I am trying to make it work but I am completely lost!
Could you please share the shader?
W
Any news about heightmap tiling
It doesn’t seem to work…
Can someone post the full shader?
Okay so locate the tessellation shader Assets → standard assets → tessellation shaders double click BumpedSpecularDisplacment
Navigate to line 38
insert the following over the disp void function
float4 _ParallaxMap_ST;
void disp (inout appdata v)
{
float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy * _ParallaxMap_ST,0,0)).a * _Parallax;
v.vertex.xyz += v.normal * d;
}

