Iterative Parallax Mapping Implemented On Roof Material In Godot
Download Rytelier's shader and give it a try.
3D Artist and Godot Developer known as artificeofbees has shared material tests for a roof environment featuring Iterative Parallax Mapping. This technique distorts UVs over several iterations without raymarching and should be more lightweight than POM.
The implementation used is based on work by Rytelier, which is available here:
Rytelier
If you'd like to see more of this absolute witchcraft, artificeofbees has previously shared LightmapGI tests using an Interior Mapping (Atlas) shader by Rytelier, along with "fake" light beams by passivestar. More details on how everything was set up can be found in this Reddit post.
Godot 4.7 has just been released, bringing the new Asset Store, HDR output support, a new node for rectangular light sources, and more. You can learn about all the changes in this article.
We've also highlighted several interesting parallax setups and tools recently. Here's a mouth setup using Parallax Interior Mapping by takkun, a more traditional application by Sean Gause in the survival horror game Hear Tell of Hauntings, and DX's setup designed for VRChat.
Real Fake Interiors by Amplify Creations is also available for purchase for Unity projects:
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