Parallax Occlusion Mapping in GLSL
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Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes. The live site may redirect; Wayback captures preserve the article.
Intermediate graphics programmers cross-read this alongside GameDev.net POM breakdowns before implementing displacement without tessellation.
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