26 lines
1.4 KiB
Markdown
26 lines
1.4 KiB
Markdown
# Parallax Mapping Node
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## Description
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The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material. This implementation uses the single step process that does not account for occlusion. For information on how the effect looks, see the [Height Map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterHeightMap.html) page.
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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.
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## Ports
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| Name | **Direction** | Type | Description |
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| --- | --- | --- | --- |
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| **Heightmap** | Input | Texture2D | The Texture that specifies the depth of the displacement. |
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| **Heightmap Sampler** | Input | Sampler State | The Sampler to sample **Heightmap** with. |
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| **Amplitude** | Input | Float | A multiplier to apply to the height of the Heightmap (in centimeters). |
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| **UVs** | Input | Vector2 | The UVs that the sampler uses to sample the Texture. |
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| **Parallax UVs** | Output| Vector2 | The UVs after adding the parallax offset. |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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float2 _ParallaxMapping_ParallaxUVs = UVs.xy + ParallaxMapping(Heightmap, Heightmap_Sampler, IN.TangentSpaceViewDirection, Amplitude * 0.01, UVs.xy);
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```
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