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Dynamically tessellating terrain deformation shader in Unity
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This is a system I wrote in unity that uses tessellation and compute shaders to simulate terrain deformation on a plane.
The compute shader detects the collisions and modifies the heightmap, and then the tessellation shader dynamically increases the polygon count of the plane according to the distance from the camera, and displaces the vertexes according to the map.
Code can be found on my github:
Also there is an article talking a bit about the process on my website:
The compute shader detects the collisions and modifies the heightmap, and then the tessellation shader dynamically increases the polygon count of the plane according to the distance from the camera, and displaces the vertexes according to the map.
Code can be found on my github:
Also there is an article talking a bit about the process on my website:
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