H = height map = ?v=iadBjWDlOnU/ ?v=P-5Qzi-ljsc
OP = How does your OP look like? white and black? When yes, then connect it with the Opacity/Opacity Mask link (you have to change the blend mode to opcatiy mask or transculent)
As far as I know you can connect them to all textures (e.g in the examples from epic games they also connected it to the ao texture) Unfortunately I dont know exactly how much performance it costs, but it should be better for the performance than a tessellation mat.
I use some scalarparameter for the texture coordinate inputs of the texture samples. How do I merge this scalar parameters with the output of the bumpoffset for the input of the texture samplers? With an add-node?
Theoretically yes ^^ On the upper picture you can see the most basic setup -> of course you will have to play around with the values in the bump node + the channel depends on the texture. The best way would be to take a look at the samples from epic games