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.
Features
- Real 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 buying
- Works 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 best
Rocks, 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.