Given an input mesh and a tessellation level, this operator generates a new tessellated mesh where every triangle in the input mesh is uniformly subtriangulated into (TessellationNum + 1)^2 triangles. Per-vertex normals, uvs, colors and extended per-vertex attributes are linearly interpolated to the new vertices. Per-triangle group identifiers/materials and extended triangle attributes for the new triangles are inherited from the corresponding input mesh triangles they replaced.