Is there an alternative for the heavy GrabPass method ? Is there a solution to avoid the foreground issue ? I mean when using GrabPass, if the refracted object is in front of the bumpy refractor, he ...
I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...
I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, ...
I am trying to write an ice shader in Unity that looks good and at least semi-realistic. If the following shot (found on Google) was CG, what would its shader include? (the foreground cave). I might ...