Parallax Mapping


#1

I modified some Parallax Mapping samples I found online to work with Urho3D. Feel free to give me some suggestions and other stuff.

Older Version (Height Map from Diffuse Alpha):
https://drive.google.com/file/d/1pejKXIGhBh5QYQqDdF6-CVWByygpztG2/view?usp=sharing

Slightly revised version (Height Map from Normal Map Alpha):
https://drive.google.com/file/d/1aQBfmt4lJ-zcN9Xr4i8GYdOVbev9oq8M/view?usp=sharing

Right now there is
-Normal Parallax Mapping
-Steep Parallax Mapping
-Parallax Occlusion Mapping
-Relief Parallax Mapping


#2

You ought to use something like Github. So others could contribute and perhaps prevent your share from dying.

Other than that. It looks neat so far.


#3

Maybe even merge it into the PBR sample?


#4

Switched the height map from the diffuse map alpha channel to the normal map alpha channel.


#5

There’s some strong sawtooth with a gray border there. Is it an asset issue? Could MSAA fix it?


#6

Not sure TBH. I know that the sawtooth is because of how the parallax is done, but I’m not sure how noticeable it would be with a better height map. The gray border could be cause by the post effects I’m using, probably the FXAA. MSAA could fix it, but I think it’s unlikely. Could turn up the maxLayers to maybe get rid of it, at the cost of performance. I’ll look into it.


#7

Video:


#8

Doubt the shader is good enough to be merged. Would be cool but someone who is better at this than I am would have to redo some bits, I’m sure.


#9

I didn’t necessarily mean “right away” or “unedited”, but rather I meant merging as an extension of the steps proposed by @S.L.C. It becomes easier with a git repository.