Unity lit shader problems

Hi, I’m trying to make a shader graph for a texture from ambient CG but it doesn’t seem to work. I don’t really know what I’m doing wrong either.

I was following along with a tutorial and it’s not showing the displacement from the height map when I applied my textures.

This is what I did. I started with a parallax mapping node for the height map

To get the displaced UV’s, the I plugged them into the other UV’s for base color, normals, roughness, ambient occulsion


This shader does not displace the UV’s in the final result so Im not really sure what’s happening
I can’t really see the displaced heights when all the maps are plugged in. I get a weird result

Here’s how it looks. I replied twice cause it didn’t let me upload two pictures at once

Hi @RightNutJojo,

what does your HeightMap look like?
Not sure what your expectations are. If you’re looking for something that works better from high incidence angles, you might want to look into Parallax Occlusion Mapping.

Also, there are examples in Feature Examples Sample that you can install from the Package Manager.

I’m trying to make the bricks on that protrude outward, except the surface looks really flat when viewed from the outside.


These protruded edges for example are not showing.

Yes, Parallax Mapping will only offset the UVs based on view angle and heightmap.

You may use Parallax Occlusion Mapping instead, but this will not affect the object’s silhouette.

To affect the silhouette, you need vertex displacement, and for best results, you need tessellation, available with HDRP when using the Lit Tessellation shader.

Hope this helps.