Screen Space Refraction for Glass and Water using Shader Graph

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An overview around the best refraction method I found.
This video doesn't go over normal map and albedo etc.

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Great description of the graph, I can follow along to recreate it, I really appreciate how clearly you went over this!

jojo-lprd
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You could save yourself some nodes here by adding a split node within your refraction subgraph, then adding three float outputs in addition to the vector 3 output.

__dane__
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Hi there! i bought URP Material Pack Vol 4 from the asset store and the glass shader which is what im aiming for is pinked out. Is this possibly cause im on the wrong Pipeline?

BuxtonHouse
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Cant wait SSR tutorial!!! I heard that G-Buffer is required for SSR...
And likely Unity 2021.2.0b1.3029 have DEFFERED RENDER in URP!!
So, i think it is possible to make screen space reflection now!

yori
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Great shader but is there a way to make it not reflect an object in front of it? This will happen if you and a normal map and make it refract. it will show the effect if the refracted object is both in front and behind. Anyway around this? Im thinking a scene depth node or something?

graig
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Can this be done with Refraction Based on Local Cubemaps (box projected-reflection probes) in shader graph?!. I wonder if someone has done it.

MirceaPrunaru
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Could this be used for a sniper scope ?
Also can you add vignet to the edge of the effect ?

robertfrant
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Great job!!! Can you make something similar to HDRP SSRefraction with different types(Box, Thin, Sphere)?

ВалерійДейнека-сч
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Awesome! Is it possible to create screen space reflections using a similar setup? If so could you potentially create one?

LemonMontage
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Very cool effect, but the glass can't display another glass through itself. Can it be fixed? I have tried but still can't to success with it

Necatto
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Isn't this kind of effect already built into the shaders, or is that for HDRP only?

SaiakuShunshin
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Does it matter that the View Direction node is not normalized? I know many people make the mistake thinking it is normalized

__dane__
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Why doesn't unity expose that refraction function as a node in Shader Graph? Just curious.

CharlieCushing
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ok i figured out without errors out but in my version it does not look transparent

impheris
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way no own mention if the are urp or hdrp ? how any one the bye able to know if the works in the render pipeline the use ?

watercat
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Graph representation of shaders is absolutely horrible.
You just used about 8 nodes to transform world to screen space which could have been done with a few words in text form.
Why do you use graph? I don't get it.

schebbi