Hull/domain tessellation with height-map displacement, occlusion map with
strength/contrast controls, height-weighted brightness multiplier, standard
PBR (base/normal/metallic/smoothness). ComplexLit pattern (UniversalForwardOnly)
so custom shading survives Deferred+; ShadowCaster/DepthOnly/DepthNormalsOnly
all run through the same displacement domain.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>