Glass Shader - Using Command Buffers & ASE
Posted: Sat Sep 23, 2017 10:18 pm
Hey Guys,
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:
Cheers,
Matthias
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:
Cheers,
Matthias