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Parallax Mapping (CatlikeCoding)

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Description

Catlike Coding’s Rendering series part 20 adds parallax mapping to the custom “My First Lighting Shader” track (Unity 2017.1), closing the gap with Standard shader height features.

Explains why normal maps alone lack view-dependent parallax, then implements offset mapping and ray-marched height-field intersection with adjustable step counts on a test quad.

Builds on earlier parts (lighting, shadows, instancing). Code is incremental C# + shader files you assemble yourself rather than copy-paste snippets.

Canonical free reference for understanding parallax math inside Unity’s pipeline; often cited before tackling POM or tessellation displacement.