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https://github.com/andydbc/unity-frosted-glass
:snowflake: Test of a frosted glass material in Unity.
https://github.com/andydbc/unity-frosted-glass
effect material shader shaders unity unity-3d unity3d
Last synced: 2 months ago
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:snowflake: Test of a frosted glass material in Unity.
- Host: GitHub
- URL: https://github.com/andydbc/unity-frosted-glass
- Owner: andydbc
- License: mit
- Created: 2018-02-07T03:50:30.000Z (almost 7 years ago)
- Default Branch: master
- Last Pushed: 2024-06-10T07:58:35.000Z (7 months ago)
- Last Synced: 2024-08-02T17:32:56.181Z (5 months ago)
- Topics: effect, material, shader, shaders, unity, unity-3d, unity3d
- Language: C#
- Homepage:
- Size: 38.6 MB
- Stars: 823
- Watchers: 27
- Forks: 90
- Open Issues: 8
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
unity-frosted-glass [![License](https://img.shields.io/badge/License-MIT-lightgrey.svg?style=flat)](http://mit-license.org) [![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://www.paypal.me/andyduboc/5usd)
===============This code reproduce a frosted glass effect in Unity (as seen in DOOM 2k16). It use a CommandBuffer attached to the main camera to render the scene in global rendertextures. A grayscale mask is then used to sample between these rendertextures in order to apply the desired blur.
![screenshot](Screenshots/screen0.gif)
Limitations
===============* Editor view don't render the effect.
* Tested with Unity version 2017.1.1f1Further Reading
===============- [Extending Unity 5 rendering pipeline: Command Buffers](https://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/)
- [DOOM (2016) - Graphics Study](http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)License
===============MIT, see [LICENSE](LICENSE) for details.