Let's start this recipe by creating the material that we'll use throughout, and also setting up some settings in it:
- Create a new material and give it a name. We've gone with M_ Walls_ QualitySwitch this time. Double-click on it to open up the material graph.
Just like we did in a previous recipe, we'll want to use tessellation in this material, so select the main material node and look at the Details panel to change certain parameters.
- Head over the the Tessellation panel and choose PN Triangles instead of the default No Tessellation option under the D3D11 Tessellation Mode setting.
- Turn Adaptive Tessellation on and set the Max Displacement to 100.
Doing that will allow us to use the tessellation technique we've seen ...