Just a little glass shader I wrote in HLSL for my game engine. The idea was to have some cheap glass that I can use liberally without having to render cubemaps on them. They're only going to be seen at a distance, so rendering to a cubemap for each area of glass was never going to be practical. Instead I wrote this, which uses a normal map to create the smoked glass effect, and then distorts the texture coordinates of the flat reflection texture to simulate a ray cast from the surface normal to the camera. It's cheap fast and I think it looks pretty good considering you can plaster it all over the scene without any slowdowns. It's using a generic texture at the moment, as it has no environment to go into.
looks very nice :)
Perhaps you could put it with a scene so the actual transparency of the glass can be seen :)
Good stuff
felipelaso 5 years ago