视差遮蔽映射(Parallax Occlusion Mapping, POM)
float3 V=cameraV;
V=cameraV/cameraV.z;
float2 newUV=UV;
float lasth=(1-Texture2DSample(heightMap,heightMapSampler,newUV
视差遮蔽映射(Parallax Occlusion Mapping, POM)
float3 V=cameraV;
V=cameraV/cameraV.z;
float2 newUV=UV;
float lasth=(1-Texture2DSample(heightMap,heightMapSampler,newUV