Displacement Mode
This setting controls the method that the High Definition Render Pipeline (HDRP) uses to displace Materials.
Options
The options in the Displacement Mode drop-down change depending on the Shader you use.
Lit Shaders
Drop-down option |
Description |
None |
Select this option to apply no displacement to the Material. |
Vertex displacement |
Select this option to displace the Mesh’s vertices according to the Height Map. |
Pixel displacement |
Select this option to displace the pixels on the Mesh surface according to the Height Map. |
Tessellation Shaders
Drop-down option |
Description |
None |
Select this option to apply no displacement to the Material. |
Tessellation displacement |
Select this option to displace the Mesh’s surface according to the Height Map. Tessellation Shaders subdivide the Mesh and add vertices according to the Material’s tessellation options. Tessellation displacement also affects these vertices. |
Properties
Surface Options
Shared Properties
Property |
Description |
Lock with object scale |
Enable the checkbox to alter the height of the displacement using the Scale of the Transform. This allows you to preserve the ratio between the amplitude of the displacement and the Scale of the Transform. |
Lock with height map tiling rate |
Enable the checkbox to alter the amplitude of the displacement using the tiling of the Height Map. This allows you to preserve the ratio between the amplitude of the displacement and the scale of the Height Map Texture. |
Pixel Displacement
Property |
Description |
Minimum steps |
Use the slider to set the minimum number of Texture samples which Unity performs to process pixel displacement. |
Maximum steps |
Use the slider to set the maximum number of Texture samples which Unity performs to process pixel displacement. |
Fading mip level start |
Use the slider to set the mip level at which the pixel displacement effect begins to fade out. |
Primitive length |
The length of the Mesh (in meters) on which Unity applies the displacement mapping. |
Primitive width |
The width of the Mesh (in meters) on which Unity applies the displacement mapping. |
Depth Offset |
Enable the checkbox to modify the depth buffer according to the displacement. This allows effects that use the depth buffer (Contact Shadows for example) to capture pixel displacement details. |
Shared Properties
Property |
Description |
Height Map |
Assign a Texture that defines the heightmap for this Material. Unity uses this map to apply pixel or vertex displacement to this Material’s Mesh. |
- Parametrization |
Use the drop-down to select the parametrization method for the to use for the Height Map. •Min/Max: HDRP compares the Min and Max value to calculate the peak, trough, and base position of the heightmap. If the Min is -1 and the Max is 3, then the base is at the Texture value 0.25. This uses the full range of the heightmap. •Amplitude: Allows you to manually set the amplitude and base position of the heightmap. This uses the full range of the heightmap. |
- Min |
Set the minimum value in the Height Map. |
- Max |
Set the maximum value in the Height Map. |
- Offset |
Set the offset that HDRP applies to the Height Map. |
- Amplitude |
Set the amplitude of the Height Map. |
- Base |
Use the slider to set the base for the Height Map. |