91 lines
4.6 KiB
Markdown
91 lines
4.6 KiB
Markdown
# Layered Lit Tessellation Shader
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The Layered Lit Tessellation Shader allows you to stack up to four tessellated Materials on the same GameObject in the High Definition Render Pipeline (HDRP).
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The Materials that it uses for each layer are HDRP [Lit Tessellation Materials](Lit-Tessellation-Shader.md). This makes it easy to create layered Materials that provide adaptive vertex density for meshes. The **Main Layer** is the undermost layer and can influence upper layers with albedo, normals, and height. HDRP renders **Layer 1**, **Layer 2**, and **Layer 3** in that order on top of the **Main Layer**. For more information about Materials, Shaders, and Textures, see the[ Unity User Manual](https://docs.unity3d.com/Manual/Shaders.html).
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## Creating a Layered Lit Tessellation Material
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To create a new Lit Tessellation Material:
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1. Right-click in your Project's Asset window.
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2. Select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder.
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3. Select the Material and, in the Inspector, select the **Shader** drop-down.
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4. Select **HDRP > LayeredLitTessellation**.
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## Properties
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Surface Options
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These properties control the overall look of your Material's surface and how Unity renders the Material on screen.
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<table>
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<tr>
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<th>Property</th>
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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/surface-options/surface-type.md)]
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[!include[](snippets/shader-properties/surface-options/rendering-pass.md)]
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[!include[](snippets/shader-properties/surface-options/blending-mode.md)]
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[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)]
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[!include[](snippets/shader-properties/surface-options/sorting-priority.md)]
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[!include[](snippets/shader-properties/surface-options/receive-fog.md)]
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[!include[](snippets/shader-properties/surface-options/depth-write.md)]
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[!include[](snippets/shader-properties/surface-options/depth-test.md)]
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[!include[](snippets/shader-properties/surface-options/cull-mode.md)]
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[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)]
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[!include[](snippets/shader-properties/surface-options/alpha-clipping-threshold.md)]
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[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)]
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[!include[](snippets/shader-properties/surface-options/double-sided.md)]
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[!include[](snippets/shader-properties/surface-options/normal-mode.md)]
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[!include[](snippets/shader-properties/surface-options/material-type-layered.md)]
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[!include[](snippets/shader-properties/surface-options/transmission.md)]
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[!include[](snippets/shader-properties/surface-options/receive-decals.md)]
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[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)]
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[!include[](snippets/shader-properties/surface-options/screen-space-variance.md)]
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[!include[](snippets/shader-properties/surface-options/gsaa-threshold.md)]
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[!include[](snippets/shader-properties/surface-options/displacement-mode.md)]
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[!include[](snippets/shader-properties/surface-options/lock-with-object-scale.md)]
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[!include[](snippets/shader-properties/surface-options/lock-with-height-map-tiling-rate.md)]
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</table>
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### Tessellation Options
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[!include[](snippets/shader-properties/tessellation-options.md)]
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### Surface Inputs
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[!include[](snippets/shader-properties/surface-inputs/layered-surface-inputs.md)]
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### Layer List
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[!include[](snippets/shader-properties/layer-list.md)]
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### Layers
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[!include[](snippets/shader-properties/layers.md)]
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### Emission inputs
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<table>
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<tr>
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<th>Property</th>
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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/emission-inputs/use-emission-intensity.md)]
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[!include[](snippets/shader-properties/emission-inputs/emissive-color.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-layered-tessellation.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-tiling.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-offset.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-intensity.md)]
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[!include[](snippets/shader-properties/emission-inputs/exposure-weight.md)]
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[!include[](snippets/shader-properties/emission-inputs/emission-multiply-with-base.md)]
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</table>
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### Advanced Options
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<table>
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<tr>
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<th>Property</th>
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<th>Description</th>
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</tr>
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[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)]
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[!include[](snippets/shader-properties/advanced-options/baked-emission.md)]
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[!include[](snippets/shader-properties/advanced-options/motion-vector-for-vertex-animation.md)]
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[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)]
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[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)]
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</table>
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