Has anyone had any luck building a glossy refraction setup with the PBR shaders in UE?
The look I’m trying to emulate is etched glass, like in the picture below. I’ve tried plugging a high-res noise procedural into the refraction, however it just gets buzzy and takes a good couple of seconds to adapt between motions. If there’s a way to blur objects behind the glass sheet, and then mask them based on a map on the shader, I’d be happy to find out how.