I try to do a shader for a liquid but so far I don’t get the expected results (I am still a bit green on Materials).
My aim is to have a saturated green liquid in a bottle. This means the liquid is fully transparent but everything that is seen through it is in green and black (possibly with a distortion).
If I use an opacity I loose a part of the background. I also thought about using a color correction in a post effect applied only on the liquid but in this case I presume reflections are not taking the color correctly in account.
So my questions are:
- Is there a way to control how the rendering behind the object, through the transparent areas, is done?
- Is there a way to also intercept the reflections (on a glass for example) so that we can contrast of color grade them?
Thank you very much