Parallax Heightmapping
Parallax Heightmapping is a feature that can simulate large bumps and protrusions on a Material. It utilizes a specialized linear texture that determines how much depth there is on the Material.
This feature is similar to the Height Map function found in the Unity Standard Shader, but with some more options available for additional tweaks.
Parallax Heightmapping is an expensive feature. We recommend you use Normal Maps instead.
Applies To
- Type
- Dropdown
- Options
- UV0UV1UV2UV3PanosphereWorld PosLocal PosPolar UVDistorted UV
Choice of UV to use for the Parallax Heightmapping feature.
Heightmap
- Type
- Texture Slot
- Accepts
- Data texturesRGB Off
The main Height Map texture slot, defining where the bumps and protrusions should be simulated. Darker colors in Grayscale will yield larger depth.
Mask
- Type
- Texture Slot
- Accepts
- Data texturesRGB Off
Optional Mask that can be used to constrain the Height Map to only affect a specified area.
Strength
- Type
- Range
- Range
- 0to1
Determines the strength of the Height Map. Higher values will yield larger depth.
Curvature U
- Type
- Range
- Range
- 0to100
Adjusts the curvature of the parallax on the Local Horizontal axis.
Curvature V
- Type
- Range
- Range
- 0to30
Adjusts the curvature of the parallax on the Local Vertical axis.
Steps Min
- Type
- Range
- Range
- 0to128
Minimum amount of parallax steps to generate at the beginning of the parallax.
Steps Max
- Type
- Range
- Range
- 0to128
Maximum amount of parallax steps to generate at the end of the parallax.
Curvature Bias
- Type
- Range
- Range
- 0to1
Adjusts the bias of the curvature when rendering the parallax.