UPDATE: Now available for purchase! http://gameappmakerco.itch.io/displacer-best
So UE4 doesn’t include a parallax occlusion mapping shader.
Well, it does, but it’s this horrible inflexible homunculus of a node graph that I can’t even screenshot fully when zoomed all the way out.
It achieves this through overlapping opacity maps, taking tiny slices of the height information from top to bottom, and shifting the slices’ UVs at differing magnitudes based on their desired depth.
It’s slow, it’s static, the number of iterations is fixed, it’s nearly impossible to edit, it doesn’t compute silhouettes, the layers aren’t interpolated, and that’s just off the top of my head.
I’m making a “real” parallax occlusion mapper with variable iterations, easy plug-and-play heightmap replacement, better visual results, and a whole lot of other goodies I’ll talk about soon. Here are some work in progress shots using unmodified T_Cobblestone_Pebble textures from the starter content:
Oh yeah, and you can animate it:
I plan to make this available on the Marketplace for ~$30 dollars, with a large example library done in the style of Epic’s walkable content demos.
Any comments, feedback, suggestions, or requests you might have are extremely welcome! More images to come shortly.