Shader Options
Last updated
Last updated
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.
Recalculate - Offers to recalculate and rebuild displaced vertices normals and tangents after their displacement:
Shadow LOD / Depth Path LOD - Reduces tessellation level for shadow and depth shader paths. Lower values increase shader performance.
Use Smooth Normals - Vertex displacement is calculated based on its 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:
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.
Generating mesh with smooth normals does not guarantee tessellation to be rendered completely without 'cracks', it just reduces such artifacts.