Very straightforward issue: import a plane with 4 faces, tessellate in the shader, then vertex paint. Despite tessellating to thousands of polys, vertex paint only respects the *original* vertex count?
Stated differently: You cannot paint on tessellated vertices, only base mesh vertices(?)
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I assume this is because in different situations (e.g. adaptive tessellation, camera based tessellation, etc.) the position of the subdivided vertices will be constantly changing, so a vertex color cannot be assigned based on world position, or something like this?