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Standard shader (specular setup) with Phong tessellation support
Can anyone help me add support for tessellation is standard shader (specular setup)?
For my project it is crucial to support specular maps while also having Phong tessellation.
Answer by DavidWatts · Sep 12, 2016 at 11:47 PM
you can use any of the examples from the docs https://docs.unity3d.com/Manual/SL-SurfaceShaderTessellation.html. If you want standard specular just change BlinnPhong to StandardSpecular and change SurfaceOutput to SurfaceOutputStandardSpecular. you will also need to get rid of some of the lines referring to gloss and specular but you can use Smoothness as a replacment
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