Glass Shader - Using Command Buffers & ASE

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Glass Shader - Using Command Buffers & ASE

Postby guntrumm » 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:
Image

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
Image

Cheers,
Matthias
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Re: Glass Shader - Using Command Buffers & ASE

Postby Amplify_Borba » Mon Oct 02, 2017 10:53 am

Hello Matthias!

Apologies for the late reply, for some reason we didn't receive a notification for your post, possibly due to a forum issue.

We really appreciate that you took the time to share your findings with the ASE community, your sample is very much welcome and will surely be added to our wiki in the community submissions section.

Should you ever desire to send samples to be included in the main ASE package, we are also accepting contributions through our website.

Feel free to also get in touch with us directly via email through [email protected], feedback and requests are extremely welcome!

Keep up the good work, we're looking forward to your creations!
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