Procedural parallax occlusion 'mapping'

Hello guys,

I woul like to achieve a POM (parallax occlusion mapping) effect using SDF (signed distance functions or procedural shapes).
My height is based on procedural shapes (grayscale float), then I can’t use POM node from material editor where texture object is needed. I didn’t see any informations about that and I tried a lot of tricks with HLSL without success.
I also tried “Bump offset” but the result is pretty bad.
Is it possible to achieve a similar effect with steps ? Do you have any documentation / tutorial about it ?
(Only need uvs offset, no shadow, no world space …)

Thank you guys