Drive parallax height and relief from the painted occlusion channel

Reuse the existing occlusion paint channel (no new map, MAP_COUNT stays 3):
0.5 is neutral, above 0.5 raises a hill, below 0.5 sinks a hole and also
fades ambient occlusion (saturate(2*occ)). Bind the MSO map to _ParallaxMap,
enable _PARALLAXMAP, derive a relief normal from the height gradient, and
reseed unpainted occlusion to 0.5 so untouched surfaces stay visually neutral.
Pin the _PARALLAXMAP runtime variant in the build keep-alive material.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-30 22:40:23 +02:00
1 parent e349446fb7
commit fdcb4f8d8a
6 files changed
+78 -13

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@@ -28,6 +28,7 @@ Material:
- _EMISSION
- _METALLICSPECGLOSSMAP
- _OCCLUSIONMAP
- _PARALLAXMAP
m_InvalidKeywords: []
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
@@ -78,7 +79,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: c24e49ee8237bac42930ef868a325c48, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap: