Displacement Maps - Gameslinx/Tessellation GitHub Wiki
Displacement Maps
Displacement maps is where Parallax shines. Using tessellation, a much greater amount of vertex detail can be used. Displacement maps move vertices along their normal direction by an amount corresponding to a specific pixel on the map.
Displacement maps can use up to 4 image channels to store heightmaps in. Here is an example of a displacement map I use in Beyond Home:
The image on the right is the same as the image on the left, but with the alpha channel removed to show the colours.
That image contains 4 displacement maps. The image channels correspond to which surface texture the map applies to
- Low - Red
- Mid - Green
- High - Blue
- Steep - Alpha
The displacement is linearly interpolated between the various height levels to match the surface textures accurately.