Dynamic Tessellation (ala LOD) in Unity (dx11)
I'll be trying to work on this here in a few hours, but figured I'd ask before I start - has anyone figured out how to increase / decrease tessellation of objects based on distance from the camera/playercontroller?
Also, it would be interesting to see a 2d/billboard/camera facing planes -> 3d / tessellated object based on the same train of thought. An example of this would be grass. From a distance, the grass is a modified plane. When that same grass is within a certain distance of the player, it gets dymanically transformed into a 3d / non-facing object.
I'm thinking, for the blade of grass, the original model is a simple plane with a double-sided texture. As the player gets closer, the model is tessellated to a medium/high poly model, and is mapped using the typical diffuse/normal/bump-height maps. As the player leaves the area, the model goes back to being a simple plane.
Thoughts? Ideas? Solutions? Working examples? :)
Also, it would be interesting to see a 2d/billboard/camera facing planes -> 3d / tessellated object based on the same train of thought. An example of this would be grass. From a distance, the grass is a modified plane. When that same grass is within a certain distance of the player, it gets dymanically transformed into a 3d / non-facing object.
I'm thinking, for the blade of grass, the original model is a simple plane with a double-sided texture. As the player gets closer, the model is tessellated to a medium/high poly model, and is mapped using the typical diffuse/normal/bump-height maps. As the player leaves the area, the model goes back to being a simple plane.
Thoughts? Ideas? Solutions? Working examples? :)
