EDIT: Problem one and two are solved. Remaining is problem three. Just in case you get scared by all the text
So I was trying to apply the parallax mapping shader onto my little project. However it didn’t turn out well at all. After activating the script most of the areas at the edge that were not included in any shader went dark (if you got close to them they you could discern some textures).
Another problem I had was that the shader seemed to work as it wished. If you look at this screenshot:
It decided to turn the walls red for no apparent reason while leaving parts of the wall that are sticking out to be correctly colored (thought not correctly shaded/colored but that could be due to normal map problems). Both the wall and the parts sticking out are part of the same mesh so they shouldn’t be differently colored. They were different objects joined together once upon a time though but they share the same textures and UV mappings basically.
the pillars in the middle seem to be affected by the shader randomly. It will always correctly shade one of the pillars while leaving the others in a weird shade. However which one gets correctly shaded seems to be random and I don’t know why.
I already mentioned this, but all areas without a shader goes dark but still has a texture (you can discern it).
The only part without a shader that still works correctly is the lower area and I can’t figure out why. It was created first though. So it would seem as if the engine goes through them first and shades them using the default method and then the bumpmap shader changes something that affects the rest of the geometry without them being included into the shader?
However I use the “WrapedTexture” shader too and it hasn’t caused me any problems.