Camera based tesselation

 

Integrated within the material to drive tessellation based on radius around camera, so a more localised and hopefully cheaper implementation of tessellation.  Parameters will also control the height of the tessellation too to give more control.
I'm trying to balance this in relation to the density of the landscape terrain too.
Landscape was initially a pretty dense mesh which I'm thinking is not going to be great at optimisation.  I used this dense mesh to generate a height map and then use that to create an unreal terrain.
This is giving me a lot more flexibility to blend materials, control tesselation and to take advantage of better LODing.

tess.JPG
 
 
tess Bluerint.JPG