LAB 183 / TSL + MATERIAL
Depth, carried
by a texture.
A height texture nudges the sampling coordinate against the camera direction. The surface stays flat, but the material makes the ice feel layered.
MATERIAL GRAPH
Inspect the illusion
The official example combines a displacement sample, parallaxUV(), overlay blending, roughness, and normalMap(). This route generates the four texture roles locally.
OBSERVABILITY
path—
uv scale—
parallax—
output—
draw calls—
triangles—
frame—
shader—
1height sample → offset UV
2offset UV → layered color
3normal + roughness → light response
Initializing—
Generating local color, height, normal, and roughness textures…
Parallax UV error
LAB 183 / PARALLAX UV