Hi,
Tessellation can still be achieved by using Geometry Script, following is a screen capture of the results of the built in “Uniform Tessellation” node.
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It may have performance considerations but an approach could be to create a higher poly “proxy” version of your water mesh up front for up close shots; toggle it off and on and update its vertex state as necessary.
Without knowing your exact use case other options could include:
- Creating your own tessellation shader - there are a number of resources online to use for reference
- Using the built in Water System
- Create a custom Vertex Factory to apply Tessellation when necessary
If you can supply some more information or a minimal project that demonstrates your use case I may be able to provide more concise information.
Kind Regards