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Tesselation in Unity

electricsauce
polycounter lvl 11
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electricsauce polycounter lvl 11
I'm trying to figure out how to make a decent tessellated shader in Unity. I made a crate in Zbrush:
crate_Rough.jpg

and imported a high poly version into Unity to make sure I could get the look I was after:

crate_Rough_27k.png

But at 27K verts it's completely impractical. I've made a few attempts at tessellated shaders, but they always seem to explode at the hard edges. I'm guessing that Unity is splitting these edges and is displacing them along the normals which is causing the problem.

Is there any way I can prevent this from happening?, Also, what is the best method of generating displacement maps. The maps I generate in Zbrush don't seem to displace verts properly (IE. moving verts too much in areas that should not move and vice versa). Thanks.

crate_bad_displacement.png

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