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Ooh, interesting!
My shader uses a fairly common POM implementation which generally seems to give OK results.
I'll look at this and see how it compares performance-wise too! Thank you for the suggestion
Describe what are you aiming to achieve
Contact Refinement Parallax Mapping is a technique that's supposed to help avoid the pancaking effect
Example from the linked blog post below (32 steps for all):
![](https://camo.githubusercontent.com/e3ac409859530e7b03b5462bd9a2dbcca00388347e1fe37fdb5fe58e188315db/68747470733a2f2f63646e622e61727473746174696f6e2e636f6d2f702f6d656469615f6173736574732f696d616765732f696d616765732f3030302f3434382f3831372f6c617267652f4d5f436f6d70617269736f6e2e6a7067)
Describe any workarounds you can use now
N/A
Any other comments or context/references
Blog Post:
A new approach for Parallax Mapping: presenting the Contact Refinement Parallax Mapping Technique
Unity 2018 Shader Code:
ParallaxOcclusionMapping.cginc
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