Thomaz Nardelli

@zazamorga.bsky.social

Technical Artist | Graphics Programmer | Shader boy https://linktr.ee/zazamorga

A very fast to render transmission shader that is fully opaque and relies on reflection probes to achieve a convincing look. An inverted normals ambient occlusion map is used as a thickness map. This approach could be further extended with an SDF of the model to perform more accurate refractions.

An ice shader! It uses the mesh’s SDF to speed up the ray marcher and determine accurate thickness through the ice, and checks the depth buffer to correctly display objects inside with nice refractions.

Did you know Blender has a built-in way to bake pivots to UVs? Just go to the templates and select "Operator Mesh UV". Bake the first UV as it is, and the second one using XZ instead of XY. You’ll need to adjust to Unity’s coordinate system like so: pivot = float3(-uv0.x, uv1.y, -uv0.y);