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:snowflake: Test of a frosted glass material in Unity.

License: MIT License

C# 55.51% ShaderLab 15.42% HLSL 29.07%
unity3d unity-3d shader shaders effect material unity

unity-frosted-glass's Introduction

👋 Hi, I'm Andy, a Generative Designer based in Montreal, Canada.

I graduated in 2013 with a Master in Computer Science from Université Lyon II. I have a robust background in the video game industry with over 10 years of experience at compagnies like Ubisoft and EA Motive.

Since 2019, I've embarked on a freelance journey, collaborating with teams at different studios around the world. This has led me to work with a wild range of technologies like Unity, C++, GLSL, JavaScript/Typescript and p5js.

I'm always available for a quick chat, talk about projects and collaborations! Feel free to say hi at [email protected]

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For a glimpse of my personal work, check out the following links:

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unity-frosted-glass's Issues

Blur amount is dependent on resolution at launch

I just tried making a Windows build of a game that uses this effect, and the blur worked, but was distinctly less blurred than it appeared in the editor:

sbs

blur

This happens in Unity 2018.1.2f1 and in Unity 2018.2.0b9. I'm running Windows 10.

URP support

I tried to implement this on URP but it has pink textures. Any recommendations?

Not working in WebGL

Hi,
This effect is not working in WebGL build in unity 2018. It works fine in editor

Compatibility with WebVR?

I'm sorry if this is a vague question (and possibly outside of your control), but I can't figure out exactly where I'm going wrong.

I've gotten this effect working in an empty scene (by assigning the material & texture to the glass pane, and the command buffer & shader to the camera), so I'm aware of what parts of the demo scene I need to copy over. And I've compiled that empty scene for WebGL (and it worked), so that's not the issue. But when I try to implement this effect in a scene that's set up for Unity WebVR Export, the glass object just shows up grey (like it does in the editor), even when viewing in Game mode inside of Unity. (I've tried assigning it to the cameras inside the WebVRCameraSet, and to the WebVRCameraSet itself, and neither works.)

Do you have any suggestions for properties that might be missing from the WebVRCameraSet objects, that would be keeping this from working? I haven't used Command Buffers before, so I'm not sure what I should be looking for.

Shader works in game view only in play mode

Hello,

This looks really cool! I have been trying to get the demo scene working, but it does not seem to work when i hit play - you ust get a greay material on the glass object in the game view. It seems to work fine / you can see the effect well while not in play mode.

Any tips or tricks I might be missing?

thankyou!

Oliver

HDR support

If anyone needs HDR support you can add RenderTextureFormat.DefaultHDR as a parameter to the GetTemporaryRT calls in CommandBufferBlur.cs

Glowing object in front of glass material

Hello,

I am trying to integrate this awesome material to my game and I encountered a unexpected effect.

I reproduced it with the provided demo scene. I put the camera on the other side of the glass and put a dark background :

image

As you can see, the cube is "glowing" when it is in front of the glass (no matter the distance - it could have been a cool thing only if the cube was near the glass).

My actual skills are not really advanced to find the cause and fix this ... 😢 Any idea ? 🙏

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