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Tesselation Shading only in U3d Professional?
It seems my tesselated sphere has still got shading from the base vertices prior to tesselation. Am i missing a unity pro feature? Do i have to construct new normals for the mesh somehow?

 
                 
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              DX11 tesselation shaders in Unity Free should be fine - bit hard to see what's wrong with yours without seeing your code though.
I think that the graphics card needs a normal map to know the normals of the new bump mapped vertices.
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