Unity Products:Amplify Shader Editor/Edge Length Tessellation With Cull
Edge Length Tessellation with Cull Node
The Edge Length Tessellation Node With Cull sets up tessellation according to an object triangles edge length on screen. This technique allows the subdivision of a mesh's triangles, splitting them into smaller triangles at run-time in order to increase the surface detail of any given mesh. On this node in particular a desired final edge length is set via the Edge Length parameter which makes longer edges have a larger tessellation factor applied to them. This node is similar to Edge Length Tessellation but also performs patch frustum culling which is a bit more expensive, but saves on GPU work for parts of obejct mesh that are outside of camera view.
NOTE:Using this node is equivalent to activate the Tessellation option on the Master Node and set its Type to Edge Length Cull. The Shader Model will be automatically set to 4.6 if its set to a lower value, since its the minimum version required.
Nodes used: Float, Edge Length Tessellation With Cull,
|Node Parameter||Description||Default Value|
|Edge Length||Desired final tessellated edge length in pixels. Only visible if the respective input port is not connected.||0|
|Max Disp.||Maximum displacement/distance from camera's clip planes on which tessellation should not be applied. Only visible if the respective input port is not connected.||0|
|Edge Length||Desired final tessellated edge length in pixels.||Float|
|Max Disp.||Maximum displacement/distance from camera's clip planes on which tessellation should not be applied.||Float|