I keep seeing cool imagery along with blog posts and articles but I have no idea how this is done!
is this a projected image on each side of the cube? is it an actual material? is it prerendered in Blender?
I keep seeing cool imagery along with blog posts and articles but I have no idea how this is done!
is this a projected image on each side of the cube? is it an actual material? is it prerendered in Blender?
I am quite sure these were done in cinema 4D, likely Redshift or Octane
wait… are you serious?
I thought that was the whole point of the promo imagery and animations - to show that you can do this in UNITY
I would like some confirmation on this as well. I’ve seen similar depth blur effects in Unity.
Well that’s really not so hard to do, in fact is just mix DOF effect with very narrow focal width with a couple of tweaks. For example in URP you can do that with simple transparent shader which is samples depth and opaque textures, and based on focal point (close to/far from glass plane) blurs opaque texture behind your mesh with this shader based on focal distance. As a base just make pretty common blurry glass transparent shader and then sample depth texture and compare with your scene depth of current glass pixel and change blur intensity based on that value.