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Improve the appearance of simple parallax in SpatialMaterial #51433

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4 changes: 3 additions & 1 deletion scene/resources/material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -776,7 +776,9 @@ void SpatialMaterial::_update_shader() {

} else {
code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
// Use offset limiting to improve the appearance of non-deep parallax.
// This reduces the impression of depth, but avoids visible warping in the distance.
code += "\t\tvec2 ofs = base_uv - view_dir.xy * depth * depth_scale;\n";
}

code += "\t\tbase_uv=ofs;\n";
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