|
|
|
|
@ -150,7 +150,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
|
|
|
|
|
|
|
|
|
|
GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor, MaterialSrg::m_depthOffset,
|
|
|
|
|
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
|
|
|
|
|
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth, displacementIsClipped, IN.m_position.w);
|
|
|
|
|
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth, IN.m_position.w, displacementIsClipped);
|
|
|
|
|
|
|
|
|
|
// Apply second part of the offset to the detail UV (see comment above)
|
|
|
|
|
IN.m_detailUv[MaterialSrg::m_parallaxUvIndex] -= IN.m_uv[MaterialSrg::m_parallaxUvIndex];
|
|
|
|
|
|