Using Height Maps and Pixel Displacement
objective: Using Height Maps and Pixel Displacement
Before this, I will download my stone texture from filebase and import it into unity. Then I will convert it material to HDRP standard material.
In the first step, I will create a plan and then drag and drop stone material onto this plane.
In the next step, I will adjust the color using a Base map color wheel and how shiny this plane should be by adjusting the smooth option.
To use vertex displacement we need a height map, to do this take the base map texture and drag and drop it into the gimp.
Then go gimp <Filter <Map<Bump Map, this will create a height map. Then export this as png.
Now go to unity <Plane <Displacement Mode, adjust this to pixel displacement, and go Surface Input <Height map, and drag-drop the height map we export above.
Note: Using gimp to create a height map, but the height map didn't give the black and white part of the texture, or let's say I don't know how to use gimp, but photoshop will give us. If you use photoshop just drag and drop the texture to photoshop <filters< 3D <Genarate bump map, then go to image <auto contrast. Lastly, follow the above step by taking the height map texture to unity and doing the rest as I show you above.
The best practice for using Pixel displacement is for terrain or highway.
Adjust the Displacement mode to vertex snapping and set parametrization to amplitude. Then increase the amplitude to a high value and set the base to zero. Now we will get vertex displacement to our plane.
See you in the next article.