Greetings, Today I experimented with a shader about Relief Method on the surface material.
It was similar to the previous result (Decal), And I was checked about optimizations.
In my opinion, If you considering using height texture with Displacement... Parallax Occlusion Mapping... or Relief mapping on your project, I'll recommend the relief method.
The relief method is effective, faster, cheaper than Vertex Shader(Tessellation). And can get better visual quality than POM. But what you need to know, It is expensive than Parallax Occlusion Mapping. Actually, Relief Method did sampling through the second search to calculate ray height field intersection.
Thank you.
Referenced Article:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping