The Parallax Mapping node lets you create a parallax effect that displaces a Material’s UVs to create the illusion of depth inside a Material. This implementation uses the single step process that does not account for occlusion. For information on how the effect looks, see the Height Map page.
If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later.
Name | Direction | Type | Description |
---|---|---|---|
Heightmap | Input | Texture2D | The Texture that specifies the depth of the displacement. |
Heightmap Sampler | Input | Sampler State | The Sampler to sample Heightmap with. |
Amplitude | Input | Float | A multiplier to apply to the height of the Heightmap (in centimeters). |
UVs | Input | Vector2 | The UVs that the sampler uses to sample the Texture. |
Parallax UVs | Output | Vector2 | The UVs after adding the parallax offset. |
The following example code represents one possible outcome of this node.
float2 _ParallaxMapping_ParallaxUVs = UVs.xy + ParallaxMapping(Heightmap, Heightmap_Sampler, IN.TangentSpaceViewDirection, Amplitude * 0.01, UVs.xy);