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Question by Jyakku · Aug 10, 2018 at 03:20 PM · shadersgraphicsoptimizationshaderlabtessellation

Is there a way to skip or otherwise mitigate the performance cost of a shader's tessellation stage when tessellation isn't necessary?

I'm using a tessellation stage in my surface shader, added with the optional tessellate surface parameter like so:

 #pragma surface surf Standard tessellate:tessFunc

However, I only need to actually tessellate every once in a while. I was hoping to mitigate the cost of the tessellation stage by simply returning 1 if a tessellation keyword is disabled:

 float4 tessFunc(appdata v0, appdata v1, appdata v2)
 {
 #ifdef _SHOULD_TESSELLATE
     // Tessellation code here
 #else
     // return 1;
 #endif
 }

Even in the case where the function simply returns 1, the presence of this stage adds enough render overhead to make it impractical to use on a large scale (i.e. every object) if I'm not getting anything out of it.

I've tried using a replacement shader that contains copies of every RenderType with tessellation added, but using a replacement shader produces inconsistencies in the shadowcaster pass for my objects.

As far as I know, it's not possible to conditionally set surface parameters, even optional ones. But is there any way to not eat the cost of a tessellation stage that isn't doing anything?

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