Github
About
This was a project I created during the Shader Programming course where I used OpenGL and GLAD to test out various shader techniques. Feel free to download the project to test out features yourself or look at my code. Github
Key Features / Worked On
Parallax Occlusion Mapping
Cube Mapping (or Cubemaps)
Camera and Object movement
Texture mapping
Rendering pipeline
Lighting techniques
Parallax Occlusion Mapping
We got tasked with recreating an advanced shader in OpenGL, I chose Parallax Occlusion Mapping. Whats seen in the videos are the same texture with different shaders applied to it, first is No Mapping(just a plain image) that can correspond to lighting onto it. The second one is Normal Mapping which gives the illusion of surface details and curvature by changing how light reflects off a surface. And last Parallax Occlusion Mapping which takes on Normal mapping and enhances this effect by also displacing the texture coordinates to simulate actual depth, creating more realistic details like cracks and crevices that appear to recede into the surface.
Parallax Mapping recreated in Unity Shader Graph
Cube Mapping (or Cubemaps)
To take some steps forward I implemented Cube Mapping. Cubemaps, which is a texture consisting of 6 textures in a cross shape, could be used for examples like faking distances(far off mountains), mixed reality and seen in my project, skyboxes.