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This material graph sample demonstrates how to implement displacement mapping in your materials.
The Sample2D node samples data from the tangent-space normal map taken from the Normal Map Texture node (enabling you to select a texture asset via the Parameters panel in the UnigineEditor) in accordance with the default UV set directly via the port adapter.
Normal vector components for the Deferred PBR Material master material node are taken from the output of the Sample2D node via the xyz port adapter (selecting the first three components of the output vector).
Albedo, Opacity, and Roughness data for the Deferred PBR Material master material node are specified directly via port adapters.
Data of a single-channel displacement map taken from the Texture node and sampled by the Sample2D node is passed via the port adapter to the Mul node which multiplies it by the displacement height value provided by the first Float Slider node (enabling you to adjust a float value via the Parameters panel in the UnigineEditor). The output is then increased (Add node) by the displacement offset value provided by the second Float Slider node and passed to the Displacement port of the Deferred PBR Material master material node via the 00X port adapter (meaning that the value shall control displacement along the Z-axis only, keeping X and Y as they are).
Finally, the data output is passed to the Final Material node.