This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Parallax Occlusion Sample

This material graph sample demonstrates how to implement parallax occlusion mapping when creating materials.

Opacity and Roughness data for the Deferred PBR Material master material node are specified directly via port adapters.

The data from the Albedo and Normal Map textures is sampled by the two Sample2D nodes connected via the xyz port adapter to the Albedo and Normal ports of the Deferred PBR Material master material node respectively.

The UV coordinates used for texture sampling in both cases are obtained by reducing (Sub node) the current UV0 coordinates (UV0 node) by UV offset values from the ParallaxOcclusionMapping node produced using the following inputs:

  • Coordinates of the opposite view direction of the camera obtained by connecting the corresponding output of the Camera node via the -X|-Y|-Z port adapter are passed to the Rotate Space node converting them to tangent space.
  • UV coordinates provided by the UV0 node.
  • Height texture provided by the Texture node.
  • Screen coordinates taken from the Fragment Coordinate node.
  • UV aspect ratio specified directly via the port adapter.
  • Four parameters (Maximum Layers, Minimum Layers, Noise, and Height) each provided by a Float Slider node (enabling you to adjust float values via the Parameters panel in the UnigineEditor).

Finally, the data output is passed to the Final Material node.

Last update: 2021-04-09
Build: ()