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part 2

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Description

Harry Alisavakis continues his parallax series with layered “cracked ice” style offsets inspired by Binary Impact’s Shader Graph demo, implemented here in handwritten Unity surface shaders.

Reuses the tangent-space view vector vertex pass from part I, then loops parallax texture samples with iteration-controlled depth and fade, adding results into albedo (overlay blending noted as an alternative).

DisableBatching protects object-space camera math on multiple instances. CC0 code targets Built-in Standard lighting with metallic/smoothness sliders.

Pairs with part I for a full parallax curriculum; popular with Unity artists who want graph-free control over multi-layer interior highlights.