What's the "cheapest" Glass Material?

Any fake transparency shader will be limited to static cubemaps without modifying the engine to get access to the reflection probes, and they’re buried in there deep. I tried to find a way to dynamically write custom ones for a different purpose, but the system is so obscured that I couldn’t really follow it.

For a simple solid glass object sampling a static reflection map, something like this should work. The cubemap needs mips baked to be able to modify the blurriness.

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