Tessellation trouble

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Tessellation trouble

Postby francois85 » Sun Oct 07, 2018 12:50 am

Hello,

Im having trouble getting Tessellation to work in my shader, as soon as I turn it on it renders black. Im a bit lost as to why and since Im new to Amplify Im guessing it probably user error, please help.

Im in Unity 2018.2.11f1
Ive attached my shader graph below and let me know if I can provide any additional information.

Thanks so much
Attachments
Screen Shot 2018-10-06 at 5.42.34 PM copy.png
Screen Shot 2018-10-06 at 5.42.34 PM copy.png (244.11 KiB) Viewed 82803 times
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Re: Tessellation trouble

Postby francois85 » Sun Oct 07, 2018 2:22 pm

I took a look at the official example scene that illustrated tessellation and that is also rendering black, it must me something in my editor graphics settings or a bug in Amplify
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Re: Tessellation trouble

Postby naitoookami » Sun Oct 07, 2018 9:18 pm

I can report the same troubles and I was attempting to do the same thing. Multiply a texture by the vertex normals to get displacements. Mine doesn't render black though, mine goes pink and spits out the following error.

"Shader error in 'Naito/CloudShader': 'vertexDataFunc': output parameter 'v' not completely initialized at line 90 (on d3d11)"

I've been messing around with it for a while now wondering if it's just me. If I multiply a texture into the vertex offset at all this error will come up and will not disappear until tessellation is turned off. Even if you no longer have anything attached to the vertex offset.
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Re: Tessellation trouble

Postby francois85 » Sun Oct 07, 2018 10:17 pm

You could also try testing the official tessilation example, with that rendering black for me it eliminated my graph. Hopefully we get can get a solution or workaround.
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Re: Tessellation trouble

Postby naitoookami » Sun Oct 07, 2018 11:46 pm

Nevermind seemed to just be something with the method I was using. Honestly still don't know what the problem was but I rewrote my shader using the tesselation example as a template and it works as intended now.

EDIT: My new shader broke as soon as I added tiling to the texture and even after removing that aspect of the shader it will not return to working order. Additionally, I had two copies of my shader. And both of them stopped working for the same error all of a sudden.

"Shader error in 'Naito/CloudFinal-Spherical': 'vertexDataFunc': output parameter 'v' not completely initialized at line 83 (on d3d11)"
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Re: Tessellation trouble

Postby francois85 » Mon Oct 08, 2018 5:49 am

Yea something is really buggy, my whole shader in now in a bad state and I cant seem to recover to something working. Properties are disappearing and textures are automatically disconnected in the editor. Hours of work lost :(
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Re: Tessellation trouble

Postby Ricardo Teixeira » Mon Oct 08, 2018 11:28 am

Hey there,

This is definitely not supposed to happen in normal operating conditions, I can confirm that Tessellation is working as expected.

What OS and Target Platform are you both using?

Does deactivating GPU Instancing in the actual material resolve the warning/error?

As for the disconnected connections, sounds like it might have been caused by Tessellation being disabled for a specific reason, we would be happy to test a sample on our side.

Thanks!
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Re: Tessellation trouble

Postby francois85 » Mon Oct 08, 2018 1:23 pm

Hi Ricardo,

Thanks for your reply, any help would be appreciated. Im having the issue opening the tessellation example using the spec below. Thanks so much for looking into it.

Model Name: MacBook Pro
Model Identifier: MacBookPro13,3
Processor Name: Intel Core i7
Processor Speed: 2.9 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 8 MB
Memory: 16 GB
Boot ROM Version: MBP133.0247.B00
SMC Version (system): 2.38f7

Intel HD Graphics 530:

Chipset Model: Intel HD Graphics 530
Type: GPU
Bus: Built-In
VRAM (Dynamic, Max): 1536 MB
Vendor: Intel
Device ID: 0x191b
Revision ID: 0x0006
Automatic Graphics Switching: Supported
gMux Version: 4.0.29 [3.2.8]
Metal: Supported, feature set macOS GPUFamily1 v3

Radeon Pro 460:

Chipset Model: AMD Radeon Pro 460
Type: GPU
Bus: PCIe
PCIe Lane Width: x8
VRAM (Dynamic, Max): 4096 MB
Vendor: AMD (0x1002)
Device ID: 0x67ef
Revision ID: 0x00c0
ROM Revision: 113-C980AF-908
VBIOS Version: 113-C9801AU-029
EFI Driver Version: 01.00.908
Automatic Graphics Switching: Supported
gMux Version: 4.0.29 [3.2.8]
Metal: Supported, feature set macOS GPUFamily1 v3
Displays:
Color LCD:
Display Type: Built-In Retina LCD
Resolution: 2880 x 1800 Retina
Framebuffer Depth: 24-Bit Color (ARGB8888)
Main Display: Yes
Mirror: Off
Online: Yes
Rotation: Supported
Automatically Adjust Brightness: No

Unity 2018.2.10f1
Build target iOS
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Re: Tessellation trouble

Postby francois85 » Mon Oct 08, 2018 2:34 pm

OK made some progress, Updating Unity to 2018.2.11f, turning off GPU instancing and switching build target to MacOS is working. I will dig into which one was the fix the afternoon.
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Re: Tessellation trouble

Postby francois85 » Mon Oct 08, 2018 2:58 pm

Looks like switching to iOS is the problem , is tessellation not supported on iOS
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