← All resources

Vertex Shaders & Tessellation | Unity Shader Code Basics 05

Auto-discovered

Video / channel Beginner

Daniel Ilett

Visit resource ↗

Description

[video] Vertex Shaders & Tessellation | Unity Shader Code Basics 05 is a Daniel Ilett Unity tutorial on vertex displacement and hardware tessellation in handwritten URP-style HLSL shaders.

It builds a sine-wave displacement shader in world space with wave height and speed properties, then explains hull, patch-constant, and domain stages. The tessellation path adds distance fade for subdivision factors, barycentric interpolation of positions and UVs, and applies the wave offset on tessellated vertices, with notes on integer versus fractional partitioning.

It is for beginners to early intermediates in the Unity Shader Code Basics series who already wrote simple vertex and fragment shaders. Tessellation terminology is dense; the author notes viewers can skip and return later.

Access is a free YouTube lesson with live coding in Unity and a preview of the next lighting episode.

It is useful when learning how tessellation sits between the vertex shader and rasterizer for smoother displacement without shipping multiple mesh densities.