Refraction Shader? PBR or GLSL TOP


I’ve been playing around with getting a glass shader working. I’ve tried to convert this: … bdce7ab825 without success. I’ve also tried to just import a substance designer glass material. This give me a pretty nice reflection and normal but it doesn’t seem to provide any refraction to the objects behind it.

Just wondering if anyone has a good starting point to doing this properly. I am obviously missing something.

I guess I will just use this in the mean time.


I think part of what you’d likely want is to use a custom GLSL material to output a distortion map that you can then combine with the other example you posted.