>>292603751
I generally do not like parallax maps since it adds that slight film to the surface, as if everything looking 3d from the parallax effect it pushed behind this film on top. Isn't so obvious in regular games but in VR you're able to see the limitations with the effect because your head is the camera.

>Unity's surface shader will do tesselation for you from heighmaps though, that's probably the way to go.
I'll give that a look, thanks. Probably faster vs. just bumping the tris count of the walls up 150k overall just to bake in the lighting.