I’ve been trying to replicate (with nodes) the refraction that UE4 generates on a shader. Ignoring the fresnel and all that… If I just add a IOR of 1.5 to refraction (for example), it distorts the image you see through it.
I am hoping to create that exact distortion to the output of SceneColor.
I went through the shader files and I believe I found what is going on in DistortAccumulatePs.usf and DistortApplyScreenPS.usf - But my knowledge of the source code is a little limited and can’t understand it fully.
I was wondering if anyone could point me in the right direction.