LWRP / URP - Tessellation & Displacement View on Asset Store (opens in new tab)

Package details

Latest version
3.3.2
Last updated
First released
Unity version
2019.4.40 or later
Package size
73.3 MB
Files
43
Favorites
177
Views in the past week
21

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LWRP / URP - Tessellation & Displacement

by Nicolás Ezcurra (opens in new tab)

4.8 / 5 · 30 ratings

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4 stars 0
3 stars 3
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Price $7.50

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Price history

Last 6 months

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Price history for LWRP / URP - Tessellation & Displacement, 6 months Current $7.50; lowest $7.50; highest $7.50 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov

Asset preview

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LWRP / URP - Tessellation & Displacement screenshot 1

LWRP / URP - Tessellation & Displacement screenshot 1

About this asset

Important: Once the asset is downloaded and imported, the correct subpackage must be imported according to your Unity and SRP version.
When migrating from one subpackage to another, previous version of the asset should be deleted first.

This package includes a simple but effective and optmized implementation of Tessellation and Displacement techniques for the Lightweight Render Pipeline (LWRP) and the Universal Render Pipeline (URP).
Features:
• Compatible with VR and Single Pass Instanced*.
• Compatible with the new SRP Batcher.
• Supports GPU instancing (when not using SRP Batcher).
• Supports real-time and baked GI / Shadows.
• Uses triangles culling at the Hull shader stage for improving performance.
• Support for masked tessellation for increasing geometry subdivision only in certain areas (performance improvement).
• Uniform, Edge Length and Distance tessellation techniques are implemented.
• Support for Height map blur for reducing displacement strong elevations artifacts.
• Geometry maps (Tessellation and Height) may use their own tiling and offsets, or use those of the main texture.
• Phong Tessellation technique for smoothing the mesh after tessellated.
• Support for Vertex Color geometry.
* Supported on DX11+, SM 5.0+, OpenGL 4.1+, OpenGL ES 3.1+AEP, Vulkan. *
* Quest devices including Quest, Quest 2 and Meta Quest, seems to have issues running geometry shaders, which causes artifacts with most antialising techniques and single pass rendering to not work. *
Any suggestion or ideas for further improving this asset are greatly appreciated.

From the publisher's Asset Store listing.