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Description
Godot's depth parallax is really terrible. However there are alternative glsl algorithms that might offer superior results
https://github.com/piellardj/parallax-mapping
https://learnopengl.com/Advanced-Lighting/Parallax-Mapping
https://vertostudio.com/gamedev/?p=290
https://gamedev.stackexchange.com/questions/136261/glsl-skewed-parallax-occlusion-mapping
Alex:
- https://www.youtube.com/watch?v=iPNlRtTimkU
- https://www.youtube.com/watch?v=6c-1uElGHc8
- https://www.youtube.com/watch?v=v_L5NwqXEV4
- https://www.youtube.com/watch?v=ABIbkwPtfsg
- https://www.youtube.com/watch?v=RZsRhstFFjI
- https://www.youtube.com/watch?v=GmJ-PigNFEI
- https://www.youtube.com/watch?v=SYzBnFZUGtk
https://godotshaders.com/shader/iterative-parallax-mapping/
https://www.reddit.com/r/GraphicsProgramming/s/4IZl2OlTgi
https://www.reddit.com/r/blender/s/6REJGrAUSa
https://80.lv/articles/learn-how-this-impressive-parallax-effect-was-created-in-blender/
Horizon mapping, documented in fged2 book
https://twitter.com/EricLengyel/status/1781447540405371216?t=pSf8w5NN4qYU0rqVyLKwhQ&s=19
https://www.amazon.com/dp/0985811757/?tag=terathon-20
https://playerunknownproductions.net/news/horizontal-displacement
https://playerunknownproductions.net/news/stochastic-texturing
Relief mapping
https://github.com/Ryan-DowlingSoka/ReliefMapping
https://github.com/Ryan-DowlingSoka/ReliefMapping/wiki/Example-Base-Materials
Self shadowing
http://enbdev.com/doc_normalmappingshadows.htm
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