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 terrain!Terraflex – Tessellation & Displacement Shader (URP)One shader, real displacement. This pushes actual geometry up and down using GPU tessellation (hull/domain shaders), based on a height map you give it. So no faking it with a normal map, the silhouette actually changes, and the bumps cast real shadows on themselves instead of relying on painted in shading.What it does:- Real vertex displacement through hull + domain shaders, not a fragment-shader trick- Tessellation density scales with camera distance. Full detail up close, less far away, and you control where that transition happens- Parallax occlusion mapping if you want extra depth on top without more triangles (optional, off by default)- Normal PBR stuff: albedo, normal map, metallic/smoothness, occlusion- Handles Forward, Shadow Caster and Depth Only passes so shadows and depth effects behave properly on the displaced surface- Displacement and parallax are separate toggles, each with zero cost when switched offBefore you buy:- It works with the URP from Unity Version 6.0+- Needs Shader Model 5.0 / DX11-class GPU. Hull and domain shaders won't run on GLES or most mobile hardware, so this isn't for phones/tablets!- Tessellation costs GPU time. Try it on your actual target hardware first, that's exactly why the near/far distance settings exist, so you can dial in how far you push it- A need for basic understanding of tesselation itself, we provide the shader, not the course how to use itWhere it works best:Rocks, ground detail, anything organic where you actually want the geometry to move instead of pretending with a normal map. Works best on a base mesh that isn't wildly uneven, a mesh with a handful of huge, irregular triangles won't tessellate cleanly no matter what settings you use.- Real vertex displacement via GPU hull/domain tessellation, driven by a height map (not a normal-map fake)- Distance-based tessellation LOD, adjustable near/far distance and min/max subdivision count- Optional 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, occlusion- Tessellated displacement supported in Forward, Shadow Caster, and Depth Only passes- Two independent shader_feature toggles (Displacement, Parallax), zero runtime cost when disabled- Requires Shader Model 5.0 / DX11-class GPU (hull and domain shader stages) and Universal Render Pipeline




