Using Height Maps and Pixel Displacement
Height maps and pixel displacement add real surface depth without modeling extra geometry. Instead of relying on flat normal maps, these techniques push pixels outward or inward during shading, creating the illusion of real 3D detail.
What height maps do
A height map stores elevation data in grayscale. Bright values appear raised, dark values appear recessed. Materials read this texture and use it to offset surface detail.
Pixel displacement
Pixel displacement (also called parallax or tessellation-based displacement depending on pipeline) uses the height map to physically shift pixels. The result:
- Deeper cracks
- More believable terrain
- Surfaces that react correctly to lighting and viewing angle
Get Abror Shukirlayev’s stories in your inbox
Join Medium for free to get updates from this writer.
Where to use it
- Bricks, rocks, cliffs
- Tiles, pavement, concrete
- Any surface with strong depth patterns
It’s ideal for close-up detail work where normal maps aren’t enough.
Using it in Unity
- Use a material that supports displacement (HDRP and some custom shaders).
- Assign a height map texture.
- Tune amplitude, center, and scale.
- Test at different viewing distances to avoid distortion.
Keep in mind
Height and displacement increase shading cost. Use them where players can actually see the detail, not everywhere.
Final takeaway
Height maps and pixel displacement give flat materials real depth with minimal geometry changes. Use them strategically to elevate surface detail without heavy modeling work.








