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It is an old question but recently I faced the same problem doing some real time hatching in the geometry shader. By the sound of your code seems there is nothing wrong in your GS, problem could possibly be in your algorithm to build an adjacency list. I found a good tutorial here, which provides an implementation for finding the adjacent triangles ...


From the OpenGL wiki: The input_primitive‚Äč type must match the primitive type used with the drawing command that renders with this shader program. Given, Unity is probably using DirectX on Windows, but the same thing should hold true. Because your shader is asking for a point, it is only taking the first point from each primitive and ignoring the rest. ...

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