The Glass shader utilizes a scene grab-pass, texture normals, geometry normals, and the material base color to make a tinted, distorted pseudo-refraction effect for low-opacity materials.
NOTE: Materials with this shader are rendered as part of the "Transparent" draw queue.
HighQuality: Uses one grab-pass per object. This allows overlapping objects to distort each other, but comes with the additional cost of copying the scene buffer multiple times.
LowQuality: Uses a single shared grab-pass for all objects. As a result, the performance is vastly better in scenes with many glass objects, but you may get unusual visual results when looking through several overlapping glass objects.
Artist's Notes:
Since this effect is just screen-space distortion, it can be troublesome to achieve the desired look without unusual draw artifacts from neighboring pixels that are not logically behind the glass material.
Usage Rules
Name | Description |
---|---|
Forward Only | This shader always draws via the forward pass. |