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DX11 Tesselation issue
I recently started using tessellation shaders for a scene I am working on in Unity. The one issue I keep running into is my textures looking glossy no matter how much I change the shininess level. Any suggestions as to how to fix this issue?
Answer by G.G. · Mar 26, 2014 at 05:25 PM
Same problem, and i found random compatibility with fbx, dae or obj files imported from sketchup or 3dsmax. More time shader donw show volumetric displacement, or more time i found different volumetrix height for same displacement if file was a fbx respect a obj. But also: 1 dae file into a global scene cant show tessellation shader volumetry with displacement and lightmapped was gray, but if i make a new scene on the project with the same .dae and use same material with tessellation shader this show volumetric displacement and lightmapping. Really this is crazy.
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