Parallax
This module creates a solid parallax depth effect using parallax occlusion mapping.
GroundLock Mode
When enabled, the parallax will be put into world space and will move alongside the world as the mesh moves around.
More information about GroundLock can be found here.
Create Floor
When enabled, the parallax will create a floor surface at the furthest depth it's allowed to go down to.
Sometimes this feature can create some artifacts. So if you're having weird looking things on your parallax, try disabling this.
Height Map
This is a grayscale texture that determines the height of the parallax surface.
You can use any grayscale map here. It's recommended to set the texture to not be sRGB but that's not required. Slap any texture in here and see what works.
The red channel is used for the height and is multiplied by the alpha channel to allow the texture alpha channel to mask the red channel.
The texture is sampled using the sampler configured on the options of the given texture.
By default this is a white texture.
Color
This is the color texture that will be "wrapped" around the parallaxed surface, so it will have the depth given to it by the height map.
Tint
The tint color. The color texture RGBA channels will be multiplied by this tint value.
By default this is a white texture.
Texture Options
Contains various tiling/scroll/offset rotation and rotation speed options for transforming the texture.
More information about texture options can be found here.
Rotation is done around the (0.5, 0.5) point of the UV space, which is located at the center of the default mesh.
AL Scroll
AL Scroll is a AudioLink Chronotensity feature that lets AudioLink move the height texture over time.
AL Rotation
AL Scroll is a AudioLink Chronotensity feature that lets AudioLink rotate the height texture over time.
Don't Repeat
When enabled, the texture UVs will be clamped between [0;1] to prevent repetition.
Steps
Determines the maximum number of parallax height map sampling steps the parallax algorithm will perform.
This is a rather expensive slider so try to keep this as low as you can. Turn up the dither amount if you want to avoid the parallax looking like it's made out of discrete slices.
Height Scale
This controls how "deep" the height map will be interpreted to be. So larger values make this deeper but also reduce the marching resolution so you'll want to have more steps.
Dither Amount
This controls how dithered and noisy the marching is. Increasing this will make the result look a bit more noisy but will reduce the "slice" look.
Offset
Determines the offset, in world units, at which the parallax marching will begin.
This is like moving the whole parallax effect 'down' by this value.
Steps Offset
Determines the offset, in dithered steps, at which the parallax marching will bebegin.
This is like skipping a few steps in the marching process without actually doing them, but you're just pretending you did. So you move the start down by the dithered height scale units. Great for giving it a more frosted look.
Depth Shadow
Controls the strength at which the deeper layers of the parallax will become darker. The deeper the parallax goes towards its maximum depth, the more it will be tinted black.
If you have a flat color map, this is a great way to communicate the depth of the parallax effect.
A value of 0 means so depth shadowing. A value of 1 means the layer at the maximum depth will be black and the layers before it will tend toward black.
Depth Fadeout
Controls how layers that get deeper will become less opaque, gradually fading out.
Depth Fadeout Strength
Controls how much of the fadeout is applied. Zero means no fadeout, one means the depth fadeout will completely fade out parts of the parallax.
Depth Fadeout Range
Controls the depth range at which the fade out will start and end.
The first value controls the depth at which the parallax layer will be completely transparent. The second value controls the depth at which the parallax layer will be completely opaque.
Zero corresponds to the ending of the parallax, one corresponds to the beginning of the parallax.
So a value of 0 and 0.5 will make the parallax start to fade out at halfway and t hen be completely transparent by the deepest point.
Height Hue Shift
When enabled, lets you shift the hue of the parallax color as the parallax deepens.
Height Color Gradient
When enabled, maps the given color gradient texture onto the parallax color using the depth as the U value.
The gradient is expected to be a left to right gradient. The U value will be in [0;1] with 0 being at the top and 1 being at the bottom.
This color gradient will tint the existing parallax color multiplicatively. So if you want to just have the color gradient, make sure your parallax color is white.
AL Height Offset
AL Scroll is a AudioLink Offset feature that lets AudioLink move the height scale in accordance with AudioLink band impulses.