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Sounds like you need to create your own game object and use a custom triangulation algo to handle the detail based on some size related math. Maybe something like this could help ... http://forum.unity3d.com/threads/tessellation-algorithms-for-polygons.228051/ Others options might be to use a smarter shader and a bump map with your sprite ... vertex ...


Can a tessellated square/plane be wrapped around to form a pipe (and would this approach loose accuracy)? (I've only ever manipulated vertices in the y-direction on a flat plane). It would be easiest to model a segment of a pipe as a cylinder and making an abstraction in your code so that you can think of the surface of the cylinder as a flat plane ...

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