DynamicTexture and parallax occlusion

Normals are in rgb and heights in a.

0x809fff=rgb(128,159, 255)=(0.502, 0.623, 1)=nt after we divide by 255. To get the true normal, the shader code is doing n=nt*2 - 1 and normalize the result.

For the alpha channel, 0xff is the highest height and 0x00 the lowest.

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