This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Parallax Delta Depth Node


Description

This node calculates the UV offset for a certain UV channel. This channel should then be subtracted from the UV of the texture to which the parallax occlusion mapping is to be applied.

Notice
In most cases it's enough using the Parallax Occlusion Mapping node.
  • Data View Tangent Space - a View vector in Tangent space should be connected here.
  • Data UV - input UV to which the parallax effect is to be applied.
  • Data Max Layers - number of parallax layers, when we look at the surface at a steep angle. Higher values increase quality but reduce performance.
  • Data Min Layers - number of parallax layers, when we look at the surface orthogonally. Higher values increase quality but reduce performance.
  • Data Noise - noise intensity value for building parallax layers in the [0, 1] range.
  • Data Scale - depth value (in meters) to which the surface is to be deepened visually if the corresponding texel of the heightmap is black.
  • Data Screen Coord - the Screen Coord node should be connected here.
  • Data UV Aspect Ratio - texture aspect ratio. Should be equal to 1, for a square texture.
  • Texture Height - heightmap texture, where R channel stores concavity values. Black - maximum concavity, white - no parallax effect is applied.
Last update: 2024-04-19
Build: ()