Terraflex – The Tessellation & Displacement Shader (URP)
Terraflex turns flat ground into real, deformed materials, actual geometry, but also provides the option to use parallax occlusion to save which gives the extra option to get a 3D looking terrain!
by Reviant Studios
Price History +
Terraflex – Tessellation & Displacement Shader (URP)
One shader, real displacement. This pushes actual geometry up and down using GPU tessellation (hull/domain shaders), based on a height map you give it. So no faking it with a normal map, the silhouette actually changes, and the bumps cast real shadows on themselves instead of relying on painted in shading.
What it does:
- Real vertex displacement through hull + domain shaders, not a fragment-shader trick
- Tessellation density scales with camera distance. Full detail up close, less far away, and you control where that transition happens
- Parallax occlusion mapping if you want extra depth on top without more triangles (optional, off by default)
- Normal PBR stuff: albedo, normal map, metallic/smoothness, occlusion
- Handles Forward, Shadow Caster and Depth Only passes so shadows and depth effects behave properly on the displaced surface
- Displacement and parallax are separate toggles, each with zero cost when switched off
Before you buy:
- It works with the URP from Unity Version 6.0+
- Needs Shader Model 5.0 / DX11-class GPU. Hull and domain shaders won't run on GLES or most mobile hardware, so this isn't for phones/tablets!
- Tessellation costs GPU time. Try it on your actual target hardware first, that's exactly why the near/far distance settings exist, so you can dial in how far you push it
- A need for basic understanding of tesselation itself, we provide the shader, not the course how to use it
Where it works best:
Rocks, ground detail, anything organic where you actually want the geometry to move instead of pretending with a normal map. Works best on a base mesh that isn't wildly uneven, a mesh with a handful of huge, irregular triangles won't tessellate cleanly no matter what settings you use.