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InfiniGLASS URP - Density based refractions and Subsurface scattering preview
Unity

InfiniGLASS URP - Density based refractions and Subsurface scattering

By ARTnGAME · tools/particles-effects

$50
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About InfiniGLASS URP - Density based refractions and Subsurface scattering

InfiniGLASS is a transparency and refraction rendering method using real object density and an optimized blurred version of the scene as inputs, applied on a large collection of unique shaders that use these special buffers to emulate correct light attenuation within objects and blurred transparency on materials. The asset also includes refractive shaders with advanced refraction models like spherical. A dynamic rain system is also available in shader variants, for rainy weather emulation on the objects.

The system has a simple basic setup for simpler objects and when refraction is not needed depth based correction, as well as advanced mode when depth prepass is needed for correct look on complex transparent objects and also when it is needed to remove the refraction of objects that are between the object and camera and only refract items behind refractive materials.

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