Guide to Making a Beautiful Game: Tessellation in HDRP
2 min readMay 20, 2022
Hello all!
Today, I will be going over how to morph objects using Tessellation!
Pixel displacement changes the image on the object while tessellation actually changes the object using the height map.
Setting up the LitTessellation Shader
The default shader in HDRP is Lit but to harness the power of tessellation, we need to change it. This is how:
- Create a new material and assign it to the object you desire.
- With the material selected, look at the inspector.
- At the top beside shader, click the drop down menu.
- Go down to HDRP, then LitTessellation.
Setting up Tessellation
- With the material selected, go to the inspector.
- Under Surface Options, click the box by Displacement Mode and select Tessellation displacement.
- New options will come up, Tessellation Options.
- There, you can change the Factor. This will change how many times the object will subdivide. While this makes the tessellation look better at higher values, the more vertexes there are, the harder it is on your performance.
- Then, much like the last post, Pixel Displacement, you will need to assign your texture maps under Surface Inputs.
- When that is finished, under Height Map, manipulate the amplitude base and see the object morph!
That was how to set up Tessellation! Can’t wait to make some real looking roads or brick buildings!
Next, I will talk about setting up the shader, LayeredLit. Lets add some moss to my cobblestone road!
Thank you for your time!