Parallax mapping with built-in Unity terrain

Image from Dawn of the Tyrant (In-development)

Hey guys - here’s our implementation of relaxed cone step mapping (from GPU Gems 3) with the built-in terrain.

The parallax effect is applied to the texture as well as the normal map that was integrated earlier.

Read more and download here: http://sixtimesnothing.wordpress.com/

Enjoy!

This looks Amazing Thank You !!

Absolutely gorgeous!
Your work is anything but “six times nothing” :slight_smile:

Keep it up.

Looks rather cool :slight_smile:

Perhaps 2 level overdriven, but that might be the idea to show it off :slight_smile:

Thanks a lot Chris!

Will give this a try, thanks!

Can we somehow use this for non terrain objects? Does it play properly with lights?

Wow - looks like I may be re-doing my terrain again thanks to you guys :slight_smile:

Real depth feel. Looks awesome.

wow,nice one

Normals are inverted for me, if I whack a plane directly above a tile with the same setup (col, normal), the plane is right, but the terrain isn’t. It could just be my card :o

Would it be possible to post the sample set for that wood panel/4 primitives texture, incl. cone map?

The normals are inverted for me too actually.

Argh - yea the tangent calculation seems to work for the parallax effect but not for the normals.

I’ll fix this today, tangent calculation in a vertex shader can be tricky :slight_smile:

@duke sure - it’s attached

425854–14767–$tile1.zip (164 KB)

Actually, I think the tangent calculation was correct on second glance.

Make sure the normal maps you are using are set as “normal map” in the inspector, keeping the parallax map as “texture”

hey chris! first this looks AWESOME :open_mouth:

just one think :wink:

you said to use xnormal for converting to cone map.

can you recommend a solution that works on a mac?

thanks

@3dDude - You know what, I’m even having a hard time producing good results using xnormal. I haven’t been able to produce a usable cone step map yet.

The algorithm for generating cone step maps is publicly available so it’s very possible I might be writing my own converter using Unity so it would work with mac and windows.

ok thank you for replying so fast!

I’m look forward to seeing a working converter!
once again thank you!

oh,thank you~that is what i need in a long time.

I got weird results with the stuff that came out of xnormal. Instead, I fed it a normal map with inverted height in the alpha (so the lowest points are white, highest black) which I found by googling cone-maps.

Also this may have been my problem, not at home right now (from 3.1 notes):

Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.