I am interested in being able to control SceneKit tessellation level on a per-patch bases. I am rendering a terrain heightmap which is generated procedurally as a noise texture. The terrain contains some relatively flat areas and also some rough mountain peaks. Ideally I would like the tessellation of the mountains to be at a high level while the flat planes remain mostly un-tesellated.
I can't find much documentation on how SceneKit actually does tesselation and how to control it beyond the knobs in SCNGeometryTessellator. A shader modifier entry point for tessellation control would be ideal but I don't think that currently exists. Are there other options?