Hello, I wanted to say that I cannot make this Plugin's Tessellation work along with Hunting Succubus' Subsurface Scattering Plugin (or rather, the Plugin's own Tessellation effects seem to conflict with yours, even if I disable the Tessellation effect in Hunting Succubus' Plugin with yours activated).
I made sure to load your Plugin after HT's SSS. If I enable HT's SSS Tessellation, it works, but it also always seems to take precedence regardless. If I actually uncheck it to disable it, then the Tessellation from your plugin doesn't do anything at all, even if I check the box for Prevent Shader Overwrite.
I'm using Hunting Succubus' Subsurface Scattering version .9, specifically the Person Atom version (I cannot use the Session Plugin version as it has a bug that prevents the hiding of the Lacrimas Material, which I need to remove on some stylized / cartoon-style characters; but the Person Atom version does not have that bug; I mention this because there might be a difference in how the Plugin operates between the Session Plugin version, versus the Person Atom version).
Now, if I actually completely disable HT's SS Plugin, then finally your Plugin's own Tessellation does work. But yeah, regardless of what I do, or which order I put your Plugin versus his, in the Person Atom's Plugins list, nothing works for as long as HT's SS Plugin is activated (even if I disable its own Tessellation check box within the Plugin's options just to leave the Subsurface effect, which is what I'd like to try out of course).
UPDATE: Hummm... well it works, but not in an expected way?
To me them work together, I have to uncheck Prevent Shader Overwrite in your plugin, and then leave its menu, then go into HT's SSS Plugin's menu, and activate Tessellation there. And then, go back into your Plugin's menu and from there I can actually change the Tessellation values with your own sliders. Not sure if that's the 'intended' way? But in any case, I guess it works now. I get both the SSS effect and the skin Micro Detail effect from your Plugin. (Ignore all of this then I guess, it works, I just thought we had to check the Prevent Shader Overwrite checkbox but I guess in my case it's working by unchecking it, instead).