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float _DisplacementfalloffFar; |
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*/ |
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float4 TesselationEdge(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2) |
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float4 TessellationEdge(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2) |
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{ |
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if (_TessellationFactorFixed >= 0.0f) |
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{ |
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