# Displacement Mode This setting controls the method that the High Definition Render Pipeline (HDRP) uses to displace Materials. ## Options The options in the **Displacement Mode** drop-down change depending on the Shader you use. ### Lit Shaders | **Drop-down option** | **Description** | | ----------------------- | ------------------------------------------------------------ | | **None** | Select this option to apply no displacement to the Material. | | **Vertex displacement** | Select this option to displace the Mesh’s vertices according to the **Height Map**. | | **Pixel displacement** | Select this option to displace the pixels on the Mesh surface according to the **Height Map**. | ### Tessellation Shaders | **Drop-down option** | **Description** | | ----------------------------- | ------------------------------------------------------------ | | **None** | Select this option to apply no displacement to the Material. | | **Tessellation displacement** | Select this option to displace the Mesh’s surface according to the **Height Map**. Tessellation Shaders subdivide the Mesh and add vertices according to the Material’s tessellation options. **Tessellation displacement** also affects these vertices. | ## Properties ### Surface Options #### Shared Properties | **Property** | **Description** | | ------------------------------------ | ------------------------------------------------------------ | | **Lock with object scale** | Enable the checkbox to alter the height of the displacement using the **Scale** of the **Transform**. This allows you to preserve the ratio between the amplitude of the displacement and the **Scale** of the **Transform**. | | **Lock with height map tiling rate** | Enable the checkbox to alter the amplitude of the displacement using the tiling of the **Height Map**. This allows you to preserve the ratio between the amplitude of the displacement and the scale of the **Height Map** Texture. | #### Pixel Displacement | **Property** | **Description** | | -------------------------- | ------------------------------------------------------------ | | **Minimum steps** | Use the slider to set the minimum number of Texture samples which Unity performs to process pixel displacement. | | **Maximum steps** | Use the slider to set the maximum number of Texture samples which Unity performs to process pixel displacement. | | **Fading mip level start** | Use the slider to set the mip level at which the pixel displacement effect begins to fade out. | | **Primitive length** | The length of the Mesh (in meters) on which Unity applies the displacement mapping. | | **Primitive width** | The width of the Mesh (in meters) on which Unity applies the displacement mapping. | | **Depth Offset** | Enable the checkbox to modify the depth buffer according to the displacement. This allows effects that use the depth buffer ([Contact Shadows](Override-Contact-Shadows.md) for example) to capture pixel displacement details. | ### Surface Inputs #### Shared Properties | **Property** | **Description** | | --------------------- | ------------------------------------------------------------ | | **Height Map** | Assign a Texture that defines the heightmap for this Material. Unity uses this map to apply pixel or vertex displacement to this Material’s Mesh. | | **- Parametrization** | Use the drop-down to select the parametrization method for the to use for the **Height Map**.
•**Min/Max**: HDRP compares the **Min** and **Max** value to calculate the peak, trough, and base position of the heightmap. If the **Min** is -1 and the **Max** is 3, then the base is at the Texture value 0.25. This uses the full range of the heightmap.
•**Amplitude**: Allows you to manually set the amplitude and base position of the heightmap. This uses the full range of the heightmap. | | **- Min** | Set the minimum value in the **Height Map**. | | **- Max** | Set the maximum value in the **Height Map**. | | **- Offset** | Set the offset that HDRP applies to the **Height Map**. | | **- Amplitude** | Set the amplitude of the **Height Map**. | | **- Base** | Use the slider to set the base for the **Height Map**. |