Hi all, I’ve been working for a fast and good-looking solution Parallax mapping shader. As u can see from my previous post my solutions were often heavy to compute on normal gpus, so I started thinking to a new algorithm.
It should run pretty fast on almost every machine that support SM3, has the same ALU count as the normal parallax shader and gives a better depth accuracy without aliasing problems(as in the previous methods)
PROS
Fast
Cheap
Requires only a additional texture
No “pancake” problems
CONS
Doesn’t work well with high-frequency maps (only 0 or 1)
depth cannot be a extremely large value
pixel swimming articrafts at low angles
Wow, that really breathes some new life into the ground texture. Very nice. I love the depth that it brings out. Could it do the same effect with say a short grass texture? Not like the grass with the unity terrain that can move in the wind, just like a 2d grass texture mixed with some “dirt” or whatever. I really am new to shaders, so I’m just wondering if it looks as good with something other than rocks.