Parallax occlusion mapped procedural bricks
In your harnessGodot shaderMIT
Brick wall with real-looking depth on a flat surface: the view ray is marched through a procedural brick heightfield in tangent space, so mortar lines sink, bricks occlude each other at angles, and the normal comes from the same height.

What it takes and gives
- Shader type
- spatial
- Parameters
- brick_color (vec4 = 0.62, 0.26, 0.18, 1), mortar_color (vec4 = 0.72, 0.7, 0.66, 1), bricks_across (float = 4), bricks_down (float = 8), mortar_width (float = 0.06), bevel (float = 0.08), depth_scale (float = 0.05), steps (int = 24) and 1 more
- Use it on
- A mesh with UVs and tangents (Godot primitive meshes have both).
- Result
- A red brick wall whose mortar lines look recessed and whose bricks occlude each other at angles.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/parallax_occlusion_bricks/
Limits. The silhouette stays flat: only the interior of the surface shows depth. Shadows and depth are the flat surface's. Cost grows with steps. Strongly curved surfaces bend the illusion. The march runs in UV space, so non-square UV scaling skews the depth.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 74.8 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Parallax occlusion mapping with linear refinement (Tatarchuk 2006), Procedural staggered brick heightfield, Normal map from height differences
- Tags
- godot shader, spatial, parallax occlusion mapping, bricks, procedural, heightfield, wall
- Identity
library.supply.creative_originals.151198dd54748c6ee562d7f7.24744778e6da2165- Version
24744778e6da21658d62a44f9ec7f22caec7bcb2b33c8fe8c76a0b5cd141ed33
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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