It has a section talking about using Pixel Depth Offset so then the contact shadows pick it up and cast shadows
I can’t for the life of me get it to work proprely, it always looks broken
The idea being that you should be able to use a height texture and then you will get shadows being cast on it as it modifies the depth buffer to do so.
Is there any really basic sample available showing a setup where it is working?
I attached a quick example project containing a plane with a parallax occlusion material that uses the pixel depth offset parameter. Just open the NewMap level and hide or turn off the DirectionalLight.