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| 1 | +# Layered Lit Tessellation Shader |
| 2 | + |
| 3 | +The Layered Lit Tessellation Shader allows you to stack up to four tessellated Materials on the same GameObject in the High Definition Render Pipeline (HDRP). |
| 4 | + |
| 5 | +The Materials that it uses for each layer are HDRP [Lit Tessellation Materials](Lit-Tessellation-Shader.md). This makes it easy to create layered Materials that provide adaptive vertex density for meshes. The **Main Layer** is the undermost layer and can influence upper layers with albedo, normals, and height. HDRP renders **Layer 1**, **Layer 2**, and **Layer 3** in that order on top of the **Main Layer**. For more information about Materials, Shaders, and Textures, see the[ Unity User Manual](https://docs.unity3d.com/Manual/Shaders.html). |
| 6 | + |
| 7 | +## Creating a Layered Lit Tessellation Material |
| 8 | + |
| 9 | +To create a new Lit Tessellation Material: |
| 10 | + |
| 11 | +1. Right-click in your Project's Asset window. |
| 12 | +2. Select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder. |
| 13 | +3. Select the Material and, in the Inspector, select the **Shader** drop-down. |
| 14 | +4. Select **HDRP > LayeredLitTessellation**. |
| 15 | + |
| 16 | +## Properties |
| 17 | +Surface Options |
| 18 | +These properties control the overall look of your Material's surface and how Unity renders the Material on screen. |
| 19 | + |
| 20 | +<table> |
| 21 | +<tr> |
| 22 | +<th>Property</th> |
| 23 | +<th>Description</th> |
| 24 | +</tr> |
| 25 | +[!include[](snippets/shader-properties/surface-options/surface-type.md)] |
| 26 | +[!include[](snippets/shader-properties/surface-options/rendering-pass.md)] |
| 27 | +[!include[](snippets/shader-properties/surface-options/blending-mode.md)] |
| 28 | +[!include[](snippets/shader-properties/surface-options/preserve-specular-lighting.md)] |
| 29 | +[!include[](snippets/shader-properties/surface-options/sorting-priority.md)] |
| 30 | +[!include[](snippets/shader-properties/surface-options/receive-fog.md)] |
| 31 | +[!include[](snippets/shader-properties/surface-options/depth-write.md)] |
| 32 | +[!include[](snippets/shader-properties/surface-options/depth-test.md)] |
| 33 | +[!include[](snippets/shader-properties/surface-options/cull-mode.md)] |
| 34 | +[!include[](snippets/shader-properties/surface-options/alpha-clipping.md)] |
| 35 | +[!include[](snippets/shader-properties/surface-options/alpha-clipping-threshold.md)] |
| 36 | +[!include[](snippets/shader-properties/surface-options/alpha-to-mask.md)] |
| 37 | +[!include[](snippets/shader-properties/surface-options/double-sided.md)] |
| 38 | +[!include[](snippets/shader-properties/surface-options/normal-mode.md)] |
| 39 | +[!include[](snippets/shader-properties/surface-options/material-type-layered.md)] |
| 40 | +[!include[](snippets/shader-properties/surface-options/transmission.md)] |
| 41 | +[!include[](snippets/shader-properties/surface-options/receive-decals.md)] |
| 42 | +[!include[](snippets/shader-properties/surface-options/geometric-specular-aa.md)] |
| 43 | +[!include[](snippets/shader-properties/surface-options/screen-space-variance.md)] |
| 44 | +[!include[](snippets/shader-properties/surface-options/gsaa-threshold.md)] |
| 45 | +[!include[](snippets/shader-properties/surface-options/displacement-mode.md)] |
| 46 | +[!include[](snippets/shader-properties/surface-options/lock-with-object-scale.md)] |
| 47 | +[!include[](snippets/shader-properties/surface-options/lock-with-height-map-tiling-rate.md)] |
| 48 | +</table> |
| 49 | + |
| 50 | + |
| 51 | +### Tessellation Options |
| 52 | +[!include[](snippets/shader-properties/tessellation-options.md)] |
| 53 | + |
| 54 | +### Surface Inputs |
| 55 | +[!include[](snippets/shader-properties/surface-inputs/layered-surface-inputs.md)] |
| 56 | +### Layer List |
| 57 | +[!include[](snippets/shader-properties/layer-list.md)] |
| 58 | + |
| 59 | +### Layers |
| 60 | +[!include[](snippets/shader-properties/layers.md)] |
| 61 | + |
| 62 | +### Emission inputs |
| 63 | +<table> |
| 64 | +<tr> |
| 65 | +<th>Property</th> |
| 66 | +<th>Description</th> |
| 67 | +</tr> |
| 68 | +[!include[](snippets/shader-properties/emission-inputs/use-emission-intensity.md)] |
| 69 | +[!include[](snippets/shader-properties/emission-inputs/emissive-color.md)] |
| 70 | +[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-layered-tessellation.md)] |
| 71 | +[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-tiling.md)] |
| 72 | +[!include[](snippets/shader-properties/emission-inputs/emission-uv-mapping-offset.md)] |
| 73 | +[!include[](snippets/shader-properties/emission-inputs/emission-intensity.md)] |
| 74 | +[!include[](snippets/shader-properties/emission-inputs/exposure-weight.md)] |
| 75 | +[!include[](snippets/shader-properties/emission-inputs/emission-multiply-with-base.md)] |
| 76 | +</table> |
| 77 | + |
| 78 | + |
| 79 | +### Advanced Options |
| 80 | +<table> |
| 81 | +<tr> |
| 82 | +<th>Property</th> |
| 83 | +<th>Description</th> |
| 84 | +</tr> |
| 85 | +[!include[](snippets/shader-properties/advanced-options/enable-gpu-instancing.md)] |
| 86 | +[!include[](snippets/shader-properties/advanced-options/baked-emission.md)] |
| 87 | +[!include[](snippets/shader-properties/advanced-options/motion-vector-for-vertex-animation.md)] |
| 88 | +[!include[](snippets/shader-properties/advanced-options/specular-occlusion-mode.md)] |
| 89 | +[!include[](snippets/shader-properties/advanced-options/add-precomputed-velocity.md)] |
| 90 | +[!include[](snippets/shader-properties/advanced-options/force-forward-emissive.md)] |
| 91 | +</table> |
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