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Add parallax occlusion mapping to PBR materials - #163
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
SpectralDragon
marked this pull request as ready for review
October 18, 2026 22:44
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Summary
PBRMaterial.heightTexture,heightScale(world units),heightTextureCoordinate,heightMaxLayersandheightFadeDistance.flat3d.glsl; the UV shift comes from screen-space derivatives, so no tangents are needed, and it applies to every material texture sharing the height map's UV set.Depth of field and color grading were already implemented (ADR-0027 Stage 1), so this PR only adds parallax.
Test plan
Render3DParallaxSettingsTests(uniform packing, clamping, revision invalidation)Render3DGPUTests/Parallaxon Metal (zero scale is identical to flat; the raised bar extends toward the camera)Render3DGPUTestson Metal (35 tests, golden frames unchanged)MaterialUploadReuseTests,PBR3DSceneTestsscript/validate_webgpu.sh) and Windows, not run (the shader usestextureGrad)🤖 Generated with Claude Code