Parallax Mapping
Displaces texture coordinates based on height map and view angle, creating depth illusion without geometry. Used for bricks, cobblestones, panels.
Requires MATERIAL_PARALLAX constant enabled and MATERIAL_UNTEXTURED constant disabled.
Parameters
heightMapScale
float
Default:0.04
Depth scale for parallax displacement effect
heightMapTexture
texture
Default:00000000-0000-0000-0000-000000000000
Height map texture for parallax mapping
Example

heightMapScale: 0.05
// Adds depth illusionheightMapTexture
Grayscale height map. White = maximum height, Black = minimum depth.
heightMapScale
Displacement intensity. 0.04 = subtle, 0.1 = moderate, 0.2 = maximum (may artifact).
Shader Implementation
// UV offset from height map
uv = compute_parallax(
ws_position, ws_normal, ws_tangent, ws_bitangent,
uv, heightMapTexture, heightMapScale
);
// With triplanar - applies to all three planes
apply_parallax_to_triplanar_uvs(sideUv, topUv, frontUv);