I’ve been trying to get some ‘realistic’ looking window glass by using a base texture and a cubemap, however i’ve been unable to create a nice result. The glass shouldn’t be to heavy to render (no realtime i guess) and shouldn’t be tranparent since this would require me to model the inside of the building/object.
You could probably get a nice look with using a fresnel like effect to control how bright a cubemap reflection is (showing more at higher angles than when directly viewed) and maybe have a faint normal map on that to give the impression of ever so slightly warped glass (like in Doom 3, only not transparent in this case).
There’s a shader elsewhere on the forum that does that recently popular trick of pretending to show the interior of a room behind the glass, it looks really neat, but might not be suitable for everything.
Ok this is my first proper attempt at making a shader via Strumpy’s Shader Editor, so excuse it for being terrible. I wanted the Dirt on Glass texture to only show the darker parts not the lighter ones, but can’t get it to work, but you can screw around with the color and the slider to approximate it.
Yeah, it’s rubbish but it’s better than a kick up the arse as my dad would say.