3D Level Design: Tessellation in HDRP
In this article, we are going to cover how to setup and to use Tessellation.
Tessellation is the subdividing a shape into smaller pieces. The faces of the shape will now have extra vertices that can be move around and smoothed out.
I am using Poly Haven (link below), which is a free asset library that has some great texture you can use.
When you download and export the texture files from Poly Haven. You will have 4 different texture files you will want to import to your Unity project.
In the Unity project, create a new Material (Brick) which we will be apply those textures to for our plane game object.
Attach the the Material to the plane game object, so as we update the material with different textures we can see those updates on the game object.
Assign the Base Map and Normal Map to the Material.
In order to take advantage of Tessellation, we will need to use the HDRP/LitTessellation shader.
This gives us Tessellation displacement in the Displacement Mode.
Tessellation will need a Height Map, so assign the Displacement Map from the imported files.
Now, you are ready to adjust the different tessellation and height map properties below. You can see how the additional vertices can now be protruded with the combination of the height map values. This gives a flat texture actual depth and complexity to it.
The poly haven
It is going to give the texture a wet and glossy look. This can be adjusted through Metallica and Smoothness Remapping.
The End Result