recently I wanted to create a glass shader using ASE.
I wanted to have blurred & non blurred refractions in one material (like the new Doom).
Reference:
So I stumbled upon a Unity blog entry and implemented a Command Buffer based refraction shader.
In case it might be helpful for others, here is the github link to the project:
https://github.com/Doppelkeks/Unity-CommandBufferRefraction
Screenshots:
![Image](https://user-images.githubusercontent.com/530629/30776705-77c565b4-a0ab-11e7-9fac-3d61d49e6190.png)
![Image](https://user-images.githubusercontent.com/530629/30776643-6e7278d6-a0aa-11e7-93be-ac8fd8c9404b.png)
Cheers,
Matthias