void LateUpdate() { // Instead of scrolling UVs, use the raw scroll vector in order to rotate the object instead. This does all of the weight calculation. Nifty, huh? // Alternatively, you can use Parallax.Scroll - but in this case, UV scrolling causes artifacts on a sphere mesh. Vector2 scrollVector = Parallax.GetRawScrollVector(scrollLayer, Vector2.up * rotationSpeed * Time.smoothDeltaTime); transform.Rotate(0, scrollVector.y, 0); }