Using Tessellation in HDRP

Eric Veciana
2 min readMar 31, 2023

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Objective: How to implement tessellation to your environment

In my previous article, I discussed using vertex/pixel displacement for our flooring. Tessellation is one of the places that HDRP truly shines. Using tessellation can be pretty expensive, so you don’t necessarily want to use it all the time. You also do not want to use this on 3D objects.

First, we are going to want to change our shader to HDRP/LitTessellation. Then, we can change the displacement to Tessellation.

You will notice the changes it’s made already.

You will want to add a height map in order for this to have these elevations on the floor. If you haven’t already read my previous article, do this first.

Make sure this height map is on your material.

Now, we can play with the tessellation factor and/or the amplitude to increase the depth.

Remember, using tessellation should not be used for everything. It is expensive so use it wisely.

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Eric Veciana

As a Unity and C# developer with a background in nursing, I'm a creative problem-solver with a passion for creating games and other interactive experiences.