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Tessallation without DX11?

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Hello, In short I'm generating a large plane with random heights for each vertex as a terrain object, I need to increase the level of density of vertices around the player for a smoother looking terrain. Does anyone know of any example shaders that can tessalate without using DirectX 11? Surely the method behind it is fairly fundamental. If an example shader of such does not exist for Unity then could someone point me in the right direction as to where I may study the basic principles, so I don't have to haphazardly piece together my own variation. :P Thanks. Edit: In fact, it could do the opposite. I could generate the highest level of detail and work down instead of up.

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