Hi,
It is excited to see that transparent effect is supported in HDRP, however, I find it is not physically realistic enough.
- Refraction and Reflection cannot be set together. For hollowed objects, like wine glass or bottle, when I set the object to be transparent, I cannot make the other side edge of the glass to be seen. A similar result exists in official demo (Reflections and Refractions in Unity! – HDRP Tutorial - YouTube), we cannot see all the edge (especially the opposite side) at the same time.
As shown in this fig, this fig is snapshot after the reflection and refraction is set in the video. We should be able to observe the edge from the opposite side near the read circled area, but we cannot.
But in reality, we can see through the transparent object and observe the other side of the edges. For example, like this cup. I snapshot it from WebGL of this plugin (HDRP - Glass Shaders | VFX 着色器 | Unity Asset Store). This effect is achieved because this plugin can set the reflection.
- The Index of Refraction is not physically based. For a typical glass material, the index of refraction should be 1.5~1.9, but the refraction effects are very weak in “box” mode (as suggested by the official manual for hollowed objects). I wonder if the IoR is design to mimick the real-world physics or just a visual effect?