Parallax Occlusion Mapping Node
The parallax occlusion mapping (POM) node is used to create parallax effects which displace the UVs and depth to create the illusion of depth inside a material.
| Name |
Type |
Description |
| Heightmap |
Texture2D |
Texture used to sample the depth of the displacement. |
| Heightmap Sampler |
Sampler State |
Sampler used to perform the sampling on the Heightmap. |
| Amplitude |
Float |
Multiplier applied to the height of the Heightmap in centimeter. |
| Steps |
Float |
Number of steps performed by the linear search of the algorithm. |
| UVs |
Vector2 |
UVs used to sample the texture. |
| Lod |
Float |
Lod of the Heightmap to use for the sampling. |
| Lod Threshold |
Float |
Equivalent of the Fading Mip Level Start option in the HDRP Lit Material, controls the Heightmap mip level where the POM effect begin to disappear. |
Output port
| Name |
Type |
Description |
| Depth Offset |
Float |
Offset to apply to the depth buffer for POM. Connect to depth offset on the Master node to enable effects relying on depth buffer such as shadows and SSAO. |
| Parallax UVs |
Vector2 |
UVs after adding the parallax offset. |