Im fairly new to the language of shaders in general. Does anybody have any tips for animating heightmaps within a tesselation shader? Perhaps fading between two / three different maps, or procedural generation and changes in the maps over time? It seems the offsets and tiling properties don't even apply to the heightmap channel in the default tess shader. What is the reason for this? Is it easily accessible, or is there something deeper preventing this kind of malleability.
thanks!
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