Setting up a truly transparent glass
After having played with a material that didn't make use of the Opaque blend mode for the first time in the previous recipe, it is now time to go a little bit further. As we just saw, a material that makes use of the subsurface profile shading model treats light differently than the examples we created in earlier chapters. The next shaders we create will follow suit; starting with a realistic glass material in this recipe, we are about to see how we can deal with these type of surfaces. Let's take a look!
Getting ready
Let me get the easiest part out of the way without delay: the scene we'll be using is called 04_02_Glass_Start
, and it can be found in the Content/UE4ShadersAndEffects/Maps/Chapter04
folder.
We'll use a very similar scene to the last one, as you'll be able to see this for yourself if you want to use the same assets I'll be using. However, unlike in the previous recipe, there's no special consideration in terms of the geometry we'll employ...