Finally, Parallax Occlusion Mapping!

Haven’t tested this yet but I’ll be sure to and post about it here!

Glad to hear it! The entire thing is packaged in a drag-and-drop Material Function. I’ve done a fair bit of testing to find sensible defaults for everything so that if you only want to prototype you’re not asked to fuss around with iteration values and whatnot. Just give it a heightmap object and it’ll give you the parallaxed UVs to use or further manipulate however you like.

It’s not a cheap effect, but it’s surprisingly affordable if you don’t use a high res heightmap or won’t be covering much of the screen with it. I checked the other thread and it looks like we use basically the same algorithm, however mine has some early outs for efficiency, adjustable view angle falloff for per-asset iteration scaling, and a refinement phase to drastically reduce staircasing if you have extra power to spare.

I’ll write a post detailing some more features later this week. Here’s an example of just how accurate the most recent version can be!