Skip to content

A Unity HLSL implementation of parallax occlusion mapping with self-shadowing. Includes support for steep parallax, self-shadowing, normal mapping, roughness and metallic surfaces— all rendered in the Built-in Render Pipeline.

Notifications You must be signed in to change notification settings

bentoBAUX/Parallax-Mapping-with-Self-Shadowing

Repository files navigation

Parallax Mapping with Self-Shadowing

Example showcase GIF
Click to watch the showcase on YouTube

Thanks for checking out this project! This repository contains the full implementation of Parallax Mapping with Self-Shadowing, written in HLSL for Unity's Built-in Render Pipeline.

If you're looking for an in-depth explanation of how it all works — from tangent space setup to steep parallax and self-shadowing — I’ve written a full walkthrough on my website:

👉 Read the tutorial here: Parallax Mapping with Self-Shadowing

The tutorial is beginner-friendly and focuses on helping you truly understand why parallax mapping works — not just how to plug it in. Whether you're learning shaders or improving your technical art skills, I hope it helps you as much as writing it helped me.

About

A Unity HLSL implementation of parallax occlusion mapping with self-shadowing. Includes support for steep parallax, self-shadowing, normal mapping, roughness and metallic surfaces— all rendered in the Built-in Render Pipeline.

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published