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My take on shaders : Parallax effect (part 1) (Harry Alisavakis)

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Harry Alisavakis

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Harry Alisavakis posted this in February 2019 as part one of a two-part Unity parallax tutorial. It covers Built-in surface shaders and height-map parallax via the Standard height texture slot.

Parallax fakes depth by offsetting UVs from the camera view direction. The author cites indie floor work, a Shader Graph ice demo rewritten in CG, and Unity ParallaxOffset from UnityCG.cginc.

The walkthrough ships a Standard surf shader with height and normal maps, viewDir, and a _Parallax slider. The surf pass samples height, calls ParallaxOffset, and shifts albedo and normal UVs using uv_* tiling fields.

For intermediate Unity readers who want readable HLSL notes. Code is CC0; comments note steep-angle limits and tease part two on tangent-space view direction and layered parallax.

Sample projects are archived on the author GitHub; the post is listed in community Unity shader compilations.