Your comments

Would it be possible for you to make a node that detects UV edges/boundaries?


A quick fix would be to limit displacement on UV edges, so cracks don't develop. If seams are placed intelligently, this method would work fine.


Otherwise, I'll be adding a masking channel to my displacement map in order to close the cracks. This is obviously not the best way to fix this problem.

Could you simply disable tessellation features in the shader if 1 is plugged into tessellation? Otherwise there will always be a negative performance hit for no reason. I've currently just taken out tessellation from a lot of my shaders because it gives a decent speedup whether I'm using the feature or not.

Any news on this? Regular parallax mapping is god awful.

You're right! Inside Blender it has ~1600 verts. But in Unity it has 1817. If I split the seams in Blender, the vert count becomes 1811.


So how do I stop Unity from splitting my mesh?


Edit: Importing the FBX back into Blender yields 1630 verts, so it's definitely Unity's importer that's splitting it.


Edit2: http://answers.unity3d.com/questions/377297/import-fbx-model-without-splitting-seam-vertices.html

Nothing I tried worked. Importer settings had no effect. Neither did unmarking the UV seams.


Joachim, just let me know if you need any of my files.

Inside Blender, it's 1 mesh, vertex normals are correct along all UV seams. I still need to goof around with all the import options one more time. Then again, the seams(marked edges, not geometry splitting) used to unwrap the model may be marking the model to be split either by the exporter or the importer without my knowledge. Thank you for the many suggestions.

You misunderstand, this only occurs with tessellation. My mesh has no split vertices by design, and tessellating/displacing the model inside Blender produces no cracks. It may be an import issue, I'll look at that sneaky setting.

Take a look at how Blender groups nodes. It's very efficient, and effective. It's also easy to simply share the node group with someone else.

Any chance there's an update on this?

Honestly, any kind of performance metric would be fantastic. Right now, I'm not sure where I can optimize most of my shaders.