I'm getting mad trying to obtain the depth bias filtering of Unreal through Amplify Shader.
The technique is described here https://developer.nvidia.com/gpugems/GP ... ter19.html
Basically, I'm creating a shockwave shader and the refraction show up everything in front, grabbing the screen.
I would need, as explained in gpugems, a technique for filtering the frontal object, as it is in Unreal.
Could you please help me through this? As it can be really good for many stuff being able to filter frontal object from refraction.
Thank you