#Is there any roadmap or idea submission about support for Geometry Shaders in Shader Graph?

1 messages · Page 1 of 1 (latest)

misty nimbus
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Wondering if there's any planned support since it would be nice to add geometry shader features to my terrain shader

agile flax
misty nimbus
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Ooh, what would be the alternative to generate extra data on the shader?

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Mesh shaders?

misty nimbus
agile flax
misty nimbus
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Okay, correct me if I'm wrong but isn't a tessellation shader a geometry shader?

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I was thinking about that

agile flax
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Though there's unlikely to be SG support for tessellation either because it seems to be another GPU feature that's falling out of favor
Particularly so because in most situations you can achieve the same thing using various types of LOD crossfading, in a much more batching-friendly way

peak linden
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I have never touched them myself

misty nimbus
agile flax
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Huh, I vividly recall a roadmap entry about lod crossfading that works by sliding vertices between lod levels so the geometry morphs, similar in appearance to tessellation, and unlike the typical dithered crossfade
But now I can't find any evidence of that feature ever existing
With the exception of speedtree lod crossfading which works exactly that way but apparently not for typical meshes

misty nimbus
urban magnet
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It's true that tessellation is old and falling out of favor but your use case is a great fit for it, and making a full meshlet pipeline is way higher effort.

misty nimbus
urban magnet
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I don't think geometry shaders were ever widely used. Tessellation definitely was (if only for a short while). Especially CryEngine went mad with their top secret tessellated toad technology

misty nimbus
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Do you know if there's a way to do that in URP or via the Shader Graph?

urban magnet
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Yeah, I did it in URP ages ago. You'll have to look it up though.