In this video you’ll learn about a powerful node in Unity Shader Graph, the Parallax Occlusion Mapping Node. This allows us to FAKE rendering 3d depth on a totally flat plane. In many modern games we can see cobblestone streets, or brick walls with astonishing depth.
Do the artists place each of those? NO! They are using this same technique to fake the depth!
You’ll also learn about how we can optimize the rendering performance of using this node so we save performance when it doesn’t make sense to do all these calculations!
As always, all code from this video is available on GitHub: https://github.com/llamacademy/urp-pbr-shader
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Resources:
Unity Shader Graph Course:
https://www.gamedev.tv/p/unity-shader-graph?ref=mjuzyjq
Parallax Occlusion Mapping Node Documentation:
How to Make Every Specular PBR Surface Input in the URP/Lit Shader: https://www.youtube.com/watch?v=ObpmdNTgVps
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Chapters:
00:00 Topic Introduction
00:43 What is Parallax Mapping?
01:37 Example Scene
02:22 The Parallax Occlusion Mapping Node
04:57 Performance Optimization
06:52 Closing Thoughts & How to Support LlamAcademy
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