Shader Options

Beast shaders can be applied to the material from the shader assign menu Amazing Assets Beast.

As Beast is integrated into Unity's default Standard and Lit shaders, rendering features and material editor is exactly the same with additional Beast Tessellation options:

Type - Type of used tessellation.

Factor - Tessellation level/amount.

Displace Map - Texture file used for vertex displacement calculation.

Channel - Displace Map's channel used for vertex displacement calculation.

Strength - Displacement strength.

UV Mapping - Offers to choose mesh's default UV set for reading Displace Map or triplanar.

UV Set - Using mesh uv0 or uv1.

Use Mask Map - Allows using mask map for controlling tessellation strength:

Controlling tessellation level using mask map
Mask map

Recalculate - Offers recalculation of mesh normals and tangents after vertices displacement:

Common vertex displacement
Vertex displacement with recalculated normals

Shadow LOD / Depth Path LOD - Reduces tessellation level for shadow and depth shader paths. Lower values increase shader performance.

Use Smooth Normals - Displacement effect is calculated based on the mesh normal vector direction. For meshes with hard edges (for example Cube) this creates ‘cracks’ on the edges, as normal direction for each vertex here is different. If this option is enabled, shader reads Smoothed Normals saved inside mesh UV4 buffer, which noticeably reduces ‘cracks’ artifacts:

Displacement comparison with default and smoothed normals

Generating and baking smooth normals inside mesh is possible directly inside Unity editor using Beast Editor Tool and in run-time by using Beast API.

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