Modify Refraction shader for realtime reflection?
The Refraction shader almost works as a realtime reflection except the reflection is upside down/back to front. Is it possible to use this for reflection or would that be something else?
Antwort
Yeah I kind of fiddled with it.. might have another go :) is it very expensive with the grab pass?
Anyway shadows must work first!
Currently it's doing the expensive grabbing, per-object grab pass, rather than the more cheap per-frame grab pass.
It may be possible! The refraction parameter is a UV offset in screen space, so if you "just" get the UV calculations right, it might work! Although I suspect you'll need depth information, which isn't implemented yet.
Edit: I'll mark this as declined, simply because it's currently outside the scope of Shader Forge. Let me know if you want to reopen it for some reason!
I think it would be awesome to have it along with a Physically Based Lighting model but I can see that both of those should probably wait for the tool to be done first - just hurry up! :D
A physically based lighting model is planned for the initial release :)
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It may be possible! The refraction parameter is a UV offset in screen space, so if you "just" get the UV calculations right, it might work! Although I suspect you'll need depth information, which isn't implemented yet.
Edit: I'll mark this as declined, simply because it's currently outside the scope of Shader Forge. Let me know if you want to reopen it for some reason!