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!
Setting up a truly transparent glass
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...