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Question by IslendingurDraugur · Oct 26, 2018 at 03:31 PM · renderingshadershlsltessellationdirectx 11

Has Unity 2018 removed DX11 quad tessellation?

I have been working on a volumetric lighting project and I use DX11 quad tessellation to create a 3D volume mesh. I use Commandbuffer.DrawProcedural and call it using MeshTopology.Quads with some amount of vertices and use the vertex ids within the shader to procedurally generate the mesh. However, the mesh is completely wrong and seems to be using triangle tessellation! I also noticed the number of vertices drawn for the DrawProcedural call is different to that passed into the method. For example: I call DrawProcedural using MeshTopology.Quads and 4096 as vertex count - the frame debbuger shows 6144 vertices being rendered for the draw call. Interestingly, since a quad if made of two triangles the vertex number ratio is 1.5 (2 triangles (6 vertices) / 1 quad (4 vertices) ), it displays 4096 * 1.5 = 6144. I have tested this on 2017.4.13f1 and works great - problems arise from 2018. Might this be a clash with the new SRP? Hope someone can shed some light on the matter! Thank you!!

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