In UE4's forums, user Ehamloptiran shared his custom Parallax Occlusion HLSL code with all the forum goers. Since this project's beginning, I was excited to get parallax occlusion integrated, but there was no way to do it and keep the shader clean. Thanks to Ehamloptrian, I was able to use the code in my project in a very novel way. In order to obtain separate parallax tiling for the Tile Map, I simply had to divide the UV result of the parallax occlusion code by the TM tiling values. This way, I only need to run the occlusion code once. I will be implementing this novel solution through the basic parallax as well and see if it saves the instruction count some more.
There are some things to work on, though: silhouette clipping, and the possibility of bringing back freeform tiling. But in the meantime, you may go ahead and enjoy these screenshots.
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