Parralax Occlusion Mapping by Andrew Hurley

Hi Unreal Community,

Hope you’re well, we’re trying to use the Andrew Hurley’s POM shader. Currently all seems good but we have one little issue and Andrew tease use at the end of his tutorial (A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums), when he said he will talk about that later :wink:

So, we want to use POM on static and baked geometry, all looks good in shade but when our geometry is lit by the directional light, the more we are close the more the shadow maps appear incorrectly on the object.

What we think is, the cascade shadow is wrong compute with POM shader. When we try with less cascades (we use 4 by default) the “lighting bug” effect is less visible.

  • Directional light is Stationary,
  • Meshes are static (Issues occurs on BSP, Base mesh and imported FBX consistently)

Do you know how to patch it?

Bellow a screen shot :

Have a nice day and see you soon,

You should not be using Pixel depth offset from POM with dynamic lighting.