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In the built-in NPR_Pipeline, transparency is achieved through Depth Peeling layers (rendered front to back). Refraction is a common feature. I have to add a way to (at least) read the Color result of the Opaque Layer from the Transparent Layers, but at the moment that's not possible to achieve without rolling your own custom pipeline. |
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Link: 9fbf6e4 Shader function:
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what is the current status on fake refraction. IIRC you wanted to find a better way to implement this. Not sure if I understand depth peeling correctly would it be possible to sample not only the opaque color but simply the previous transparent layer to make 'double refraction' possible? |
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Fake Refraction now possible:
Link: 9fbf6e4
Shader function: