Last change: 26-02-2020
Published: 29 Jan 2020,
Price: $16.00 USD
- Size: 4.73 MB
Minimum Unity Version Required:
2017.4.11f1 | Asset Published Date:
29 Jan 2020 |
DescriptionDo you need a glittering and translucent crystal glass shader to enhance the visual quality of your game ? This is perfect for your demand.
Opacity Single pass transparency Double pass transparency Rainbow crystal glass shaders included.
Both of them support bump mapping and chromatic dispersion !
- Opacity and transparency surface.
- Bump mapping and chromatic dispersion.
- Support unity built-in reflection probe.
- Compatible with different unity version.
- Compatible with unity pro and personal.
- Compatible with mobile platform.
- Demo and source code included.Check our all products
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A very nice shader but something to remember by Anon_639
These days more shaders are coming to asset store, mainly thanks to shader forge and how it simplifies the process. I am not a pro shader developer, far from it. But there is something that I am familiar with. When you have transparent shaders, specially if they have refraction, you should be very very careful on how to put the objects using those shaders in the scene. Each time the engine would go for the render pass to calculate the final image that should be shown on the monitor, it needs to use the z buffer to find which object is sitting behind which one, then, in refraction case, it needs to calculate the refraction of objects from back to front.
What does it mean? lets say you have 5 spheres each using a shader with refraction. the sphere A that is sitting behind every one else, would force the engine to calculate the refractive image in it based on the geometries behind it. Then it comes to sphere B that is sitting in front of sphere A, now things become a bit complex because not only this would force the engine to calculate the refractive image for the geometry around the scene to be shown in sphere B, but also, it needs to calculate how the hell should it render the refractive image of sphere A in sphere B. Then it comes to sphere C that is sitting in front of sphere B and the whole thing repeat itself. then sphere D and finally E. This may look not a big deal, specially with GPU available these days. But, you would soon find that it's not the case, your frame rate would easily drop, specially if you get into a view that all five spheres would sit one behind the other. That is why, when you are going to use refractive shaders, you should make sure there are as minimum as possible objects behind it that has refractive shaders themselves.
Now why did I bother with this long explanation? When I saw the name of the asset as "ICE" it immediately rang alarm bells in my brain. People would try to put this shader on few cubes to mimic the ice in a holder on a table! Or worse, glacial effects on open scene when the scene would have tons of glacial geometry to mimic polar environment and it's underground cave ! That would be a prime example of when you would have more than few geometry with refractive shaders behind each other. GOD, HOW THE HELL DID YOU MAKE THIS WORLD WITHOUT FRAME RATE DROP?
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