Improve the appearance of simple parallax in StandardMaterial3D

This uses offset limiting to avoid distortion in the distance,
and makes simple (non-deep) parallax more usable overall.
This commit is contained in:
Hugo Locurcio 2021-07-12 00:44:24 +02:00
parent 90870fd48f
commit e47d0e021a
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@ -957,7 +957,9 @@ void BaseMaterial3D::_update_shader() {
} else {
code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
}
code += " vec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
// Use offset limiting to improve the appearance of non-deep parallax.
// This reduces the impression of depth, but avoids visible warping in the distance.
code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n";
}
code += " base_uv=ofs;\n";