Terraflex - The Tessellation & Displacement Shader (URP)
Reviant Studios
$7.15
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Terraflex turns flat ground into real, deformed materials, actual geometry, but also provides the option to use parallax occlusion to save which gives the extra option to get a 3D looking texture!Did some rehaul of the system, uploaded the wrong version before, its still experimental and this is the correct one with some fixes and optimizations. Terraflex – Tessellation & Displacement Shader (URP)One shader that moves real geometry. It uses GPU tessellation (hull and domain shaders) to push the surface up and down based on a height map you provide. The shape of the object really changes, so you get a true silhouette and real shadows on the bumps. No normal-map tricks, no painted-in shading.FeaturesReal surface displacement using GPU tessellation, driven by a grayscale height map. Not a normal-map fake.Distance-based detail: full subdivision close to the camera, less subdivision far away. You set the near and far distance.Optional Parallax Occlusion Mapping for extra depth without adding more geometry.Standard PBR inputs: albedo, normal map, metallic/smoothness, and occlusion map.Full URP support. Forward, Shadow Caster, and Depth Only passes all use the displaced geometry.Displacement and Parallax are separate toggles. Turn either one on or off per material. When off, it costs nothing at runtime. Please read before buyingWorks with URP in Unity 6.0 and newer.Needs a Shader Model 5.0 / DX11-class GPU. Hull and domain shaders do not run on GLES or most mobile hardware, so this is not for phones or tablets.Tessellation costs GPU time. Test it on your real target hardware first. The near/far distance settings exist so you can control how much it costs.You should have a basic understanding of how tessellation works. We provide the shader, not a course on how to use it. Where it works bestRocks, ground, and anything organic where you want the surface to really move instead of faking it with a normal map. It works best on a base mesh with a fairly even layout. A mesh made of a few huge, uneven triangles will not tessellate cleanly, no matter what settings you use.Real vertex displacement via GPU hull/domain tessellation, driven by a height mapDistance-based tessellation LOD with adjustable near/far distance and min/max subdivision countOptional parallax occlusion mapping (independent toggle, off by default)Independent tiling/offset per texture (Base Map, Height Map, Normal Map, Occlusion Map)Full PBR input set: albedo, normal map with adjustable strength, metallic, smoothness, occlusionTessellated displacement supported in Forward, Shadow Caster, and Depth Only passesTwo independent shader_feature toggles (Displacement, Parallax), zero runtime cost when disabledRequires Shader Model 5.0 / DX11-class GPU (hull and domain shader stages) and Universal Render Pipeline


