[FREE] Fake window shader

Since asset store declined to publish this shader, I’d like to share it here.
Shader simulates evironment outside/inside the windows by offsetting uvs on a second texture.
Whader is fasi, based on standard PBR shader. Uses normalmap for distortion, but doesn’t use depth texture to perform such effect, which makes it extremely fast.
Works with any Unity 5.x.x version

WEBGL PREVIEW

If you liked this one, please feel free to check out more packages at my Asset Store page

PS. Here’s some of my other stuff, who knows, maybe it can also be helpful!
Fake Water
Fake Window
MakeItClean!
Scan Field shader
CarPaint Pack
Balloon Shader
Thanks for attention!

2576646–180061–FakeWindow.unitypackage (261 KB)

9 Likes

Thank you!

This looks really nice! Thank you for sharing! I notice a lot of submissions are being rejected in the asset store lately without explanations.

Thanks a lot, glad you like it!
Also please check out one more free shader!

1 Like

Does this work with emission? Fantastic work by the way, shame about the Asset Store rejection.

Not right not, but give me some time, I’ll add this )

aaand… here it goes - emission )
just updated package with newer version

2 Likes

Clever, useful, fast. And asset store declines? Sad.

well, I can guess, they declined this shader because there’s already similar one
I have been looking for something similar in AS, but haven’t found any, although I was searching for “window” keyword.
Anyway, enjoy!

The emission is just flat, there is no depth. I would need the simulated distance slider on that too.

Nice

Thanks!

Looks pretty awesome! Thank you for sharing!

Hi, that similar shader is no longer available - maybe it’s worth trying to publish this on asset store again?

Well, Amplify Creations posted a free Fake Interiors shader too.

1 Like

Thank you for the great contribution, I don’t understand why the shaders have been refused by the Asset Store team. I did some experiments and tried to set it up in my project but adjusting distance and size of the room is hell. Maybe you can introduce some kind of “room size” property in the shader?