Tessellation adds more triangles to your mesh. Adding tessellation to your material can create a more realistic effect on your mesh.
In the Property Editor, set Hardware Tessellation to Constant.
In the Shader Graph Editor, plug in values to the tessellation specific inputs. See Create or edit shader graphs. The following example, shows a typical setup in the Shader Graph Editor:
Tip: You must use the Domain Sample Texture sampler node instead of the Sample Texture sampler node to drive the tessellation inputs. For more information on these nodes, see the Sampling category in the Stingray Shader Node Reference.
Assign the material to a mesh with some amount of existing tessellation.