Scene Texture Sample - No, its actually the render of the game camera or the viewport. SF should have scene texture node. Fresnel's channels- Thats a good question... The fresnel values should be between 0 and 1, and it should be a float and not a vector. I take a look at it now. Edit - Ok I took a look at it, and it looks…
1. Why you would need double glass mesh? Maybe you want clear coat effect? That can be done without double mesh. Layering transparent meshes is expensive, so I'd recommend a shader based solution, if possible. You don't use PBR right? Then its easy, you need double specular, which can be done with custom lighting. 2. Why…
Ah okay. Really thanks for your replies and help. now the refraction works and I won't need 2 meshes for this. (reducing the number did worked,though) However, One more thing is remained for the windshield, and that is real time reflection. However there is a bit more refraction for the glass but is okay, in my opinion.…
I will try to work on a solution for the dynamically merging normals, I just have to understand the sobel thing first. Unfortunately I don't remember to the name of the anim tool for Unity but as I saw it is close to Matinee in Unreal, so it could work. About the realflow thing: I don't think that you could use that…
Really thanks Obscura!! Unfortunately ShaderForge doesn't have a node for converting height map to normal map, so I did it without this node (shown below), Also one weird thing is that ShaderForge doesn't have Distortion, so I used refraction option but I can't connect the refraction to the multiply node, do you know any…
A few other things: I made the bubble not tiling with setting the texture address to clamp instead of wrap. The wiper need proper rotation center, this can be set in the rotator. For more bubbles, you need more or the related normalmap setup, and then each of them can be controlled individually. It won't be the cheapest…
Here's what I've got for the car, I've shared the nodes of this custom light shader so I need your thoughts about this. (This is forward rendering and not alpha blended)
I did tried to do exactly what you did, but the "Multiply" node that was connected in the distortion is not possible to be connected in Shader forge. Here is what will happen: Author of ShaderForge says refraction needs vector2.
I took a look at the SF nodes and the equivalent of scene texture is scene color :P Now you should be able to recreate the custom distortion. The shader I made wouldn't work at you because its a UDK file.