Metal tessellation shader

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3d artist1987
Posts: 36
Joined: Wed May 03, 2017 4:51 am

Re: Metal tessellation shader

Post by 3d artist1987 »

Hi,
Thanks for the support.
Still, it's showing black.
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Ricardo Teixeira
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Metal tessellation shader

Post by Ricardo Teixeira »

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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3d artist1987
Posts: 36
Joined: Wed May 03, 2017 4:51 am

Re: Metal tessellation shader

Post by 3d artist1987 »

Hi,

happy holidays.
Thanks for the reply.
Inside iPad its showing black.
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Amplify_Borba
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Joined: Mon Jul 24, 2017 9:50 am

Re: Metal tessellation shader

Post by Amplify_Borba »

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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3d artist1987
Posts: 36
Joined: Wed May 03, 2017 4:51 am

Re: Metal tessellation shader

Post by 3d artist1987 »

Hi,
Thanks for the reply.
I checked with fixed type tessellation made with Amplify shader editor.
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Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Metal tessellation shader

Post by Amplify_Borba »

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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