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Per-Vertex Translucent Lighting and Tesselation

I don’t know if this would work the way I think it would, but I figured I’d ask: With the per-vertex lit-translucency shading model, you can kind of control how accurate translucent shadows are by increasing or decreasing the vertex count on your mesh. Would it serve to increase shadow accuracy by using tessellation in the material? I’ve tried applying tessellation on a mesh with this shader model, but it doesn’t compile correctly so I don’t even know if it’s possible with the way the shader models work, but I figured I’d ask.

Bump, anyone have any idea if this would even theoretically work if it were supported?