Time for another update!
Blurred Glass
https://i.imgur.com/7CPm7dK.png
The new shader consists of a post-process filter and an example glass material. This shader will work with existing glass materials from Unreal Engine, with a few adjustments in the material details.
This shader is appropriate for archviz and gaming applications.
Three post-processing slots are provided for different blur behaviours and includes chromatic aberration for accurate hardened glass simulation such as coffee tables.
https://i.imgur.com/VRjREA1.png
https://i.imgur.com/ht4K6rZ.png
https://i.imgur.com/R5jfyV9.png
Instructions
Setup
- Enable “Custom Depth with Stencil” in your project settings
- Enable “Render after DoF” and “Custom Depth Writes” in your glass material details
- Add post-process material and add “BlurGlassPost” as a material post-processing effect
- For the highest quality glass set your glass materials to “Surface forward shading”, but this is optional
- Add a normal map to your glass material to match the blur parameters, e.g. frosted glass. This will help with specular behaviour.
Applying in world:
- Select your glass objects and check “Render custom depth” under “Render” in the details panel.
- Set their “CustomDepth stencil value” to between 1 and 3.
- Adjust the values for each stencil in the post-processing material instance as demonstrated in the screenshots above.
This update will be released very shortly!