#Cant Connect???
1 messages · Page 1 of 1 (latest)
You cannot sample mipmaps (which the Sample Texture 2D does) in Vertex stage because it requires partial derivatives which are fragment shader only concept. You can use the Sample Texture 2D LOD Node and give it the mipmap you want to sample from which is more than likely the LOD level of 0
Something like this. This is very common problem which disallows sharing certain nodes between the vertex and fragment stages / shaders. If you end up doing a lot of the same stuff in both stages, you can always use Sub Graphs to reuse the logic and get away without duplicating nodes.
thanks. im new to these and i just thought that 3 goes in 3 xd
also how can i use tesselation to create new verticies
If you don't fully understand this concept yet and want to be 100% sure this never happens again, you can always just keep nodes connecting to the Vertex and Fragment stages separated and never make connections between the two groups (marked in different colors)
Which render pipeline are you on? I think only HDRP supports tessellation (with the shader graph at least)
im on URP how do i change it. do i have to make a new project
A new project is the most bullet proof way. You can also change it but last time I tried myself, I just ran into ton of issues (like 5 years ago, likely much easier nowadays). You can search "Upgrade URP to HDRP". If tessellation is a necessity, you either have to use HDRP or use some third party tessellation tool. Changing the render pipeline is quite big consideration, HDRP for example is much heavier and doesn't even work on most low end devices like mobile phones.