The UVs after adding the parallax offset. To enable effects that rely on the depth buffer, such as shadows and screen space ambient occlusion, connect this output to the Depth Offset on the Master Node. The offset to apply to the depth buffer to produce the illusion of depth. This is equivalent to the Fading Mip Level Start property in the High Definition Render Pipeline's (HDRP) Lit Material. The Heightmap mip level where the POM effect begins to fade out. The level of detail to use to sample Heightmap. The UVs that the sampler uses to sample the Texture. The number of steps that the linear search of the algorithm performs.
The Texture that specifies the depth of the displacement.Ī multiplier to apply to the height of the Heightmap (in centimeters). If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later. The Parallax Occlusion Mapping (POM) Node allows you to create a parallax effect that displaces a Material's UVs and depth to create the illusion of depth inside a Material. Parallax Occlusion Mapping Node Description