
**Relaxed Cone Mapping (RCSM)** is a Unity surface displacement technique that provides better visual quality and higher efficiency compared to traditional Parallax Occlusion Mapping (POM).i believe it can works from unity2022 unless you want to use my hand-written demo-purposed urp pixel depth offset shader included with the plugin.✨ Key FeaturesEfficient Cone Map Generation - Accelerated with Burst compiler for fast processingReal-time Surface Displacement - Provides realistic surface detailsMulti-Render Pipeline Support - Compatible with Built-in, URP, and HDRPShader Graph Integration - Supports visual shader authoring🎯 Core Advantages (over traditional POM)Better Visual Quality - More realistic surface displacementHigher Efficiency - Approximately 8 steps achieve excellent resultsPerformance Optimization - Can further improve performance by hardcoding step counts and using unroll in shader codeSupported ShadersCore shadergraph Function node that gives uv and expected Pixel Depth OffsetA shadergraph that works under all pipelines without Pixel Depth Offset(due to limitation of shadergraph under URP)Additional ResourcesURP with Pixel Depth Offset: Unpack RelaxedConeMap/Demo/Demo_URP_PDO.unitypackage for URP examples with PDO (reference only)HDRP with Pixel Depth Offset: Unpack RelaxedConeMap/Demo/DEMO_HDRP.unitypackage for HDRP shadergraph examples with PDOUse Shader Graph subgraphs for flexible RCSM implementation in different scenarios like terrain and walls.I use claude to translate my original hand written c++ implementation into this c# burst version, however i still spend a lot of time reviewing and rewriting generated code, remaking shader functions/shader graphs and provides documentations,demo and tutorials.