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Question by smirlianos · Feb 20, 2014 at 05:19 PM · shadersdx11bump

tessellation shader tiling doesn't work

Hello,

I was wondering if there is any reason why the tessellation shader doesn't let you tile the displacement map. I can tile the main texture and normal map but not the height map.

Any help??

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Answer by Rispat-Momit · Mar 20, 2014 at 11:28 AM

Hi!

I had the same problem but I found a solution, Here is the shader I made :

 Shader "Tessellation/Bumped Specular Tiling (displacement)" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
     _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
     _Parallax ("Height", Range (0.0, 1.0)) = 0.5
     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _ParallaxMap ("Heightmap (A)", 2D) = "black" {}
     _Tiling ("Tiling", float) = 1
 
     _EdgeLength ("Edge length", Range(3,50)) = 10
 }
 SubShader { 
     Tags { "RenderType"="Opaque" }
     LOD 800
     
 CGPROGRAM
 #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
 #include "Tessellation.cginc"
 
 struct appdata {
     float4 vertex : POSITION;
     float4 tangent : TANGENT;
     float3 normal : NORMAL;
     float2 texcoord : TEXCOORD0;
     float2 texcoord1 : TEXCOORD1;
 };
 
 float _EdgeLength;
 float _Parallax;
 float _Tiling;
 
 float4 tessEdge (appdata v0, appdata v1, appdata v2)
 {
     return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
 }
 
 sampler2D _ParallaxMap;
 
 void disp (inout appdata v)
 {
     float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy*_Tiling,0,0)).a * _Parallax;
     v.vertex.xyz += v.normal * d;
 }
 
 sampler2D _MainTex;
 sampler2D _BumpMap;
 fixed4 _Color;
 half _Shininess;
 
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     o.Albedo = tex.rgb * _Color.rgb;
     o.Gloss = tex.a;
     o.Alpha = tex.a * _Color.a;
     o.Specular = _Shininess;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
 }
 
 FallBack "Bumped Specular"
 }


Hope it helped you!

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avatar image PJisAnarchist · Mar 29, 2014 at 11:24 AM 1
Share

Well, it definitly helped me. It works great.

avatar image ja1361 · Nov 21, 2016 at 09:46 PM 0
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Shader warning in 'Tessellation/Bumped Specular Tiling (displacement)': texcoord2 missing from surface shader's vertex input struct (appdata), disabled dynamic GI and meta pass generation (on ) Why?

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