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  • Current Version: 4.1.5: 2022-02-08T10:43:16Z
  • First Published: 2020-06-30T12:12:19Z
  • Size: 534863152
  • Supported Unity Versions: 2019.3.10
vfx shaders directx-11

CFTD [4] HDRP

(12 Votes)
$5.99 $5.99

CFTD [4] HDRP is here!


Now with PN-AEN tessellation, GPU instancing, Vulkan support and much more!



The Crack-Free Tessellation Displacement Shader for Unity's HDRP. This tessellation shader uses buffers to calculate and remove displacement errors at UV discontinuities.



Important: This shader only works with HDRP! Please check the limitations before purchase. CFTD does not fully support skinned meshes.



Please note that CFTD incorporates into the HDRP shader code at a low level. HDRP is out of beta, but still under heavy development. This means that CFTD might break, depending on different HDRP versions. This inconvenience has been reflected in the package price. If issues are found, please contact support first.

Currently tested and officially supported versions: HDRP 7.3.1, HDRP 7.4.1, HDRP 7.4.3, HDRP 10.2.2, HDRP 11.0.0, HDRP 12.1.3




Features:


* Robust, performant, production-ready shader.


* Supports PN-AEN Tessellation (adds geometric detail and smooths meshes, while persevering hard edges).


* DirectX 11, 12 and Vulkan support (Vulkan tested on Windows).


* Supports GPU Instancing (helps with reducing batches).


* Full support for Unity's HDRP PBR workflow.


* Better shader performance.


* AAA, industry-grade reduction of adaptive tessellation artifacts (an issue known as 'mesh swimming').


* Distance Based and Edge Length adaptive tessellation.


* Patches up displacement cracks at UV seams.


* Smooths normals on the edges between smoothing groups (hard edges) in a very neat and unique way (Distance Based).


* FOV-dependent (Edge Length). I.e. supports camera zooming-in.


* Shadow caster LOD.


* Supports Unity's GI.


* Works with your existing assets.


* Casts and receives full shadows.


* Includes a non-GPU based mesh subdivider.


* Performance-friendly.


* Full source code.


* Easy to use.



Limitations:


* CFTD does not support skinned meshes (you can apply the shader, but it will not be crack-free).


* Ready shader only. No node graph support.


* Supports Lit variant only. Layered is not (yet) supported.


* UV0 only. Other UVs for the main maps, as well planar / triplanar mapping are not supported.


* Cracks are gone at runtime only.


* No static / dynamic batching (but supports instancing).





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