We only get normal mapping, which is nice, but displacement mapping can achieve much more, it can make rocks/sand/dirt really popout on otherwise flat surfaces.
Probably coming but currently is DX11/12 IIRC…ergo platform specific The HeightMap channel can do some decent “popping” if you use a greyscale bump map in it.
@ippdev doesn’t PBR let you use more materials if you build for DX11? Is it possible to make your game windows only? Oh, and will vulkan be able to do this?
I believe you have to write a custom shader. I am on OS X, but I think Unity’s paradigm is not to expose platform specific stuff so you can cross compile without knowing all the skivvy on the various platforms…at least on desktop and web. Yes…you can make Windows only and I do think that Vulkan will be able to tessalate and displace…rapidly enough to be usable.
All good news! Godot may have this feature before unity does (vulkan)