HDRP parallax occlusion mapping incompatible with Emissive

Hi,

We tried some window planes using pixel displacement but when using emissive, the emissive texture does not conform to the depth, instead floating above it.

Any advice? Bug?

Hi,

This is for the moment an expected behaviour, as it is possible to have separate uvs for emissive textures.
The feature to also apply the pixel displacement to this map has already been asked and is in our ToDo list, but there is no ETA for the moment.

But thanks for reporting :slight_smile:

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Are there any plans to allow emissive to support displacement? This is still an issue in Unity 2020.1.17.
Thanks.

I think it’s been implemented in 2020.2 :slight_smile:

Yup. And it works like a charm.