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Terraflex - The Tessellation & Displacement Shader (URP) preview
Unity

Terraflex - The Tessellation & Displacement Shader (URP)

By Reviant Studios

$5.95

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $5.95. The latest store price is $5.95, matching the lowest recorded price shown here.

Recorded prices for Terraflex - The Tessellation & Displacement Shader (URP) 3 price observations from Aug 24, 2026 to Nov 6, 2026. Lowest recorded price $5.95. Exact dates and prices are listed below. $0.00 $3.25 $6.50 Aug 24, 2026: $6.50. Unity First Price 2026-08-24 2026-08-24 Nov 5, 2026: $5.95. Unity Permanent Decrease 2026-11-05 2026-11-12 Nov 6, 2026: $5.95. Latest store price Aug 24, 2026 Nov 6, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 3 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$5.95Latest store price
$5.95Unity Permanent Decrease 2026-11-05 2026-11-12
$6.50Unity First Price 2026-08-24 2026-08-24

Sale and bundle history

The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Terraflex - The Tessellation & Displacement Shader (URP)

  • Art & Visuals > VFX
Terraflex - Tessellation & Displacement Shader (URP)

One shader, real displacement. This pushes actual geometry up and down using GPU tessellation (hull/domain shaders), based on a height map you give it. So no faking it with a normal map, the silhouette actually changes, and the bumps cast real shadows on themselves instead of relying on painted in shading.

Features
Real geometric displacement using GPU hardware tessellation (hull/domain shaders), driven by a grayscale height map, not just a normal map fake.
Distance-based tessellation LOD: full subdivision close to the camera, reduced subdivision at distance, with a configurable near/far falloff range.
Optional Parallax Occlusion Mapping for extra surface depth without added geometry.
Standard PBR workflow: albedo, normal map, metallic/smoothness, and occlusion map support.
Full Universal Render Pipeline (URP) integration, Forward, Shadow Caster, and Depth Only passes all support tessellated displacement.
Displacement and Parallax are independent toggles (shader_feature keywords), so either can be enabled/disabled per-material with no runtime cost when off.



Be aware of the following
It works with the URP from Unity Version 6.0+
Needs Shader Model 5.0 / DX11-class GPU. Hull and domain shaders won't run on GLES or most mobile hardware, so this isn't for phones/tablets!
Tessellation costs GPU time. Try it on your actual target hardware first, that's exactly why the near/far distance settings exist, so you can dial in how far you push it
A need for basic understanding of tesselation itself, we provide the shader, not the course how to use it



Where it works best
Rocks, ground detail, anything organic where you actually want the geometry to move instead of pretending with a normal map. Works best on a base mesh that isn't wildly uneven, a mesh with a handful of huge, irregular triangles won't tessellate cleanly no matter what settings you use.

Unity price last checked .

Prices and availability may change.