Terraflex - The Tessellation & Displacement Shader (URP)
Reviant Studios
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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!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.FeaturesReal geometric displacement using GPU hardware tessellation (hull/domain shaders), driven by a grayscale height map, not just a normal map fake.Distance-based tessellation LOD: full subdivision close to the camera, reduced subdivision at distance, with a configurable near/far falloff range.Optional Parallax Occlusion Mapping for extra surface depth without added geometry.Standard PBR workflow: albedo, normal map, metallic/smoothness, and occlusion map support.Full Universal Render Pipeline (URP) integration, Forward, Shadow Caster, and Depth Only passes all support tessellated displacement.Displacement and Parallax are independent toggles (shader_feature keywords), so either can be enabled/disabled per-material with no runtime cost when off.Be aware of the followingIt 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 itA need for basic understanding of tesselation itself, we provide the shader, not the course how to use itWhere it works bestRocks, 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.- 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




