// This is implementation of parallax occlusion mapping (POM) // This function require that the caller define a callback for the height sampling name ComputePerPixelHeightDisplacement // A PerPixelHeightDisplacementParam is used to provide all data necessary to calculate the heights to ComputePerPixelHeightDisplacement it doesn't need to be // visible by the POM algorithm. // This function is compatible with tiled uv. // it return the offset to apply to the UVSet provide in PerPixelHeightDisplacementParam // viewDirTS is view vector in texture space matching the UVSet // ref: https://www.gamedev.net/resources/_/technical/graphics-programming-and-theory/a-closer-look-at-parallax-occlusion-mapping-r3262 float2 ParallaxOcclusionMapping(float lod, float lodThreshold, int numSteps, float3 viewDirTS, PerPixelHeightDisplacementParam ppdParam, out float outHeight) { // Convention: 1.0 is top, 0.0 is bottom - POM is always inward, no extrusion float stepSize = 1.0 / (float)numSteps; // View vector is from the point to the camera, but we want to raymarch from camera to point, so reverse the sign // The length of viewDirTS vector determines the furthest amount of displacement: // float parallaxLimit = -length(viewDirTS.xy) / viewDirTS.z; // float2 parallaxDir = normalize(Out.viewDirTS.xy); // float2 parallaxMaxOffsetTS = parallaxDir * parallaxLimit; // Above code simplify to float2 parallaxMaxOffsetTS = (viewDirTS.xy / -viewDirTS.z); float2 texOffsetPerStep = stepSize * parallaxMaxOffsetTS; // Do a first step before the loop to init all value correctly float2 texOffsetCurrent = float2(0.0, 0.0); float prevHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); texOffsetCurrent += texOffsetPerStep; float currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); float rayHeight = 1.0 - stepSize; // Start at top less one sample // Linear search for (int stepIndex = 0; stepIndex < numSteps; ++stepIndex) { // Have we found a height below our ray height ? then we have an intersection if (currHeight > rayHeight) break; // end the loop prevHeight = currHeight; rayHeight -= stepSize; texOffsetCurrent += texOffsetPerStep; // Sample height map which in this case is stored in the alpha channel of the normal map: currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); } // Found below and above points, now perform line interesection (ray) with piecewise linear heightfield approximation // Refine the search with secant method #define POM_SECANT_METHOD 1 #if POM_SECANT_METHOD float pt0 = rayHeight + stepSize; float pt1 = rayHeight; float delta0 = pt0 - prevHeight; float delta1 = pt1 - currHeight; float delta; float2 offset; // Secant method to affine the search // Ref: Faster Relief Mapping Using the Secant Method - Eric Risser for (int i = 0; i < 3; ++i) { // intersectionHeight is the height [0..1] for the intersection between view ray and heightfield line float intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0); // Retrieve offset require to find this intersectionHeight offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps; currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam); delta = intersectionHeight - currHeight; if (abs(delta) <= 0.01) break; // intersectionHeight < currHeight => new lower bounds if (delta < 0.0) { delta1 = delta; pt1 = intersectionHeight; } else { delta0 = delta; pt0 = intersectionHeight; } } #else // regular POM intersection //float pt0 = rayHeight + stepSize; //float pt1 = rayHeight; //float delta0 = pt0 - prevHeight; //float delta1 = pt1 - currHeight; //float intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0); //float2 offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps; // A bit more optimize float delta0 = currHeight - rayHeight; float delta1 = (rayHeight + stepSize) - prevHeight; float ratio = delta0 / (delta0 + delta1); float2 offset = texOffsetCurrent - ratio * texOffsetPerStep; currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam); #endif outHeight = currHeight; // Fade the effect with lod (allow to avoid pop when switching to a discrete LOD mesh) offset *= (1.0 - saturate(lod - lodThreshold)); return offset; }