diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 559c9bcaab9..0af0378c839 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -776,7 +776,9 @@ void SpatialMaterial::_update_shader() { } else { code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n"; - code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n"; + // Use offset limiting to improve the appearance of non-deep parallax. + // This reduces the impression of depth, but avoids visible warping in the distance. + code += "\t\tvec2 ofs = base_uv - view_dir.xy * depth * depth_scale;\n"; } code += "\t\tbase_uv=ofs;\n";