Amplifying your potential.
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Re: Metal tessellation shader

PostPosted: Tue Nov 20, 2018 4:55 pm
by coldpizzapunk
I will send a sample of what I did with my current setup. I also wanted to clarify that I am on a Windows Machine doing an iOS build with Metal as the Target Graphics API. Further I wanted to note that this is an ARKIT experience. I was able to get it working as described in my previous post, so I know it does work.

I will also download the latest Unity (2018.2.16f1) and Amplify to see if that fixes the issue.

Re: Metal tessellation shader

PostPosted: Thu Nov 22, 2018 10:37 am
by Amplify_Borba
Thank you for taking the time to prepare a sample and for sharing additional details, we really appreciate it!

Re: Metal tessellation shader

PostPosted: Mon Dec 03, 2018 9:50 am
by 3d artist1987
Hey,

I test unity tessellation sample in iPad 2018 it's worked.
When applied amplify shader to object, Object not getting the effect. Its showing pink & after that object disappear.
Thanks in advance.

Re: Metal tessellation shader

PostPosted: Mon Dec 03, 2018 12:20 pm
by Ricardo Teixeira
dev19872014 wrote:Hey,

I test unity tessellation sample in iPad 2018 it's worked.
When applied amplify shader to object, Object not getting the effect. Its showing pink & after that object disappear.
Thanks in advance.


We could really use a sample for further testing, will that be possible?

Thanks!

Re: Metal tessellation shader

PostPosted: Fri Dec 07, 2018 6:09 am
by 3d artist1987
Hi,

If you want to test your shader I will check on my iPad.
But I really want tessellation support in my app.

Thanks in advance.

Re: Metal tessellation shader

PostPosted: Fri Dec 07, 2018 4:58 pm
by Amplify_Borba
Hello, what we mean is that we would like to test ourselves both the Unity and ASE shaders that you've tested.

Could you share those two shaders with us, so that we can investigate?

If you prefer you can send them to us through support@amplify.pt, thank you!

Re: Metal tessellation shader

PostPosted: Sat Dec 08, 2018 4:41 am
by 3d artist1987
Ohh, Sorry for the misunderstanding.
Thanks for relying upon.

Re: Metal tessellation shader

PostPosted: Tue Dec 11, 2018 3:15 am
by 3d artist1987
Hey,

Any update?

Re: Metal tessellation shader

PostPosted: Tue Dec 11, 2018 3:44 pm
by Amplify_Borba
Hello, your ticket is still in queue for the developer to investigate, we'll be sure to get back in touch as soon as we have any new information to share, thank you for understanding!

Re: Metal tessellation shader

PostPosted: Thu Dec 13, 2018 3:41 pm
by Amplify_Borba
We've just examined the shaders you've shared, and noticed that the Unity sample is for the Fixed Tessellation Type:

Code: Select all
#pragma surface surf BlinnPhong addshadow fullforwardshadows vertex:disp tessellate:tessFixed nolightmap


Which is currently working on Mac, and the same applies for the ASE shaders that have its Type set to Fixed as well, since we use Unity's own implementation of this technique.

The ASE shader you've sent, however, has its Tessellation Type set to Edge Length ( not Fixed like the Unity Shader ), which breaks both on the Unity Sample and ASE authored shaders:

Code: Select all
return UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, _EdgeLength);


Setting the ASE sample you've sent to Tessellation Type - Fixed, will make it work in the same way as Unity's own.

Image

We've double-checked and Unity's own Edge Length sample also breaks, just to clear any doubts.

Also, please note that, unlike the Shaded Mode, the Wireframe Shading Mode in the Scene View seems to be broken on Mac, and it won't display the correct preview.

Unfortunately, there's nothing we can do on our end regarding the Tessellation issues on Mac since, as I've previously mentioned, we use Unity's Tessellation technique, which seems to still has some issues that they need to fix on their side.

Please let us know if you have any further questions, thank you!