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Metal tessellation shader

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26 posts • Page 3 of 31, 2, 3

Re: Metal tessellation shader

Postby 3d artist1987 » Mon Dec 24, 2018 3:27 am

Hi,
Thanks for the support.
Still, it's showing black.
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Re: Metal tessellation shader

Postby Ricardo Teixeira » Thu Dec 27, 2018 1:34 pm

3d artist1987 wrote:Hi,
Thanks for the support.
Still, it's showing black.


No problem, happy to help.

On the game view?

Thanks!
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Re: Metal tessellation shader

Postby 3d artist1987 » Sat Dec 29, 2018 5:51 am

Hi,

happy holidays.
Thanks for the reply.
Inside iPad its showing black.
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Re: Metal tessellation shader

Postby Amplify_Borba » Thu Jan 03, 2019 2:50 pm

Hello and happy holidays to you as well!

Which Type of tessellation are you using in the shader that has this issue?

From the tests that we've ran before, the Fixed type should be working in both ASE and Unity shaders, while the Edge Length breaks on both, which is a Unity related issue since we use their own Tessellation implementation in ASE.
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Re: Metal tessellation shader

Postby 3d artist1987 » Wed Jan 09, 2019 3:32 am

Hi,
Thanks for the reply.
I checked with fixed type tessellation made with Amplify shader editor.
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Re: Metal tessellation shader

Postby Amplify_Borba » Wed Jan 09, 2019 8:53 am

Could you please try using Unity's own Fixed Tessellation ( Fixed amount of tessellation
) sample included in this page:

https://docs.unity3d.com/Manual/SL-Surf ... ation.html

Since we don't have access to your current test device, we can't confirm on our side if the issue might be related specifically to it.
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