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.

Parallax UVNodeMaterial

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…

LAB 183 / PARALLAX UV