A displacement shader. @parameters
mask: Controls the area of displacement.
vectorEncoding: Specify how the displacement values are encoded. 'Centered' means that the values have been scaled to fit between 0 and 1 and need to be offset by .5 and scaled by 2. 'Signed' values are signed and don’t require such manipulations. This applied to float and vector maps.
displacementScalar: Input for scalar input for displacing the surface along the normal.
displacementVector: Connect a vector displacement texture here.
displacementAmount: Control the scale of vector or scalar displacement maps.
displacementCenter: When using 'Centered' mode for displacement encoding, use this value as the 0 value. For example if .4 is the neutral value that represents 0 displacement, set this value to .4.
tangentSource: Type of tangents to use for this surface.
tangentInput: Input gradient that is used to compute a tangent direction. This can be used to create unique anisotropic behaviors.
disableDisplacement: Disable displacement.