Here is Micro Details Shader.
This shader was developed as an extension built upon the Fake Parallax Occlusion Mapping system. At this stage, Fake POM acts as a base PBR shader, and everything added on top of it such as anti-tiling, snow-wet-moss system, micro details, or triplanar projection integrates seamlessly into its structure.
Micro Details are incredibly valuable for XR and VR projects. The core idea is that no matter how close the user gets to a surface inside VR, the texture quality does not visually degrade. Even with low-resolution textures, a combination of detail maps and normal maps automatically adjusts the tiling scale in a smooth and imperceptible way. As a result, the surface maintains its sharpness and realism without the need for high-resolution 4K or 8K textures.
This system works across any type of material walls, ground, soil, fabric, wood, or any tileable surface.
Thanks to the integration with Fake POM, it also benefits from true 3D depth. As seen in the examples, the gaps between the bricks are not just simulated; the actual concrete surface behind them is visible, providing a physically convincing sense of depth and realism.
The way it looks from a distance. Fake POM Disabled. Only Micro Details enabled.
Do you see? The details are completely visible. I'm currently in the closest possible position with the eye. If I get any closer, the camera will start cropping, even at the minimum crop level. We can see the rough texture of the stone wall, even the cracks.
In here brick wall texture size is 4096x4096 with micro details:
In here brick wall texture size is 512x512 without micro details:
512x512 with micro details: