🧊 Unity HLSL Unlit Glass Shader
Started getting into the shaders a couple of months back, and this is my first custom shader. I've dabbled in shaders before, but this marks the first time I've seriously started exploring shader art in depth.
I am using GrabPass for capturing background and distorting it using a normal map to simulate glass refraction.
We can create many interesting and cool results using different normal maps and cubemaps.
Tried to make the shader as modular as possible to extend its usability.
Kindly share any thoughts or Insights that would help me learn better.
This project was a great learning experience in Unity’s HLSL pipeline.
More to come as I continue exploring shader art! :-)
Unlit Glass Shader Properties