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Combining Fresnel with Distortion shader
Hy there. I am making a explosion shockwave. Since a shockwave is nothing more than compressed air bending the light, a distortion shader would be perfect for this effect. I discovered the Dvornik-Distortion shader which is very good, but is uses a texture map as the distortion input. So I got the idea to combine a Fresnel calculation, generate a B&W texture and feed it into the distortion texture input. But the problem is: I have no funcking clue how to write shaders.... So I was wondering if someone could help me out on this one :)
Well Maybe a picture could help out explain what the problem is:
A texturemap would only work from a specific point of view. But a fresnel would always give the desired result.
Answer by isaidkrankify · Aug 21, 2021 at 03:46 AM
For anyone coming to this post in the future, you may be looking for the Spherize node. This is the result of a quick distortion shader setup:
The Spherize node warps the UV into a spherical shape. If you invert the scale, you can invert the effect. Here's my node setup:
This Spherize node has a strength value of 500
which is set by plugging a Float input node into the strength input of the Spherize node. Set the strength to whatever works for you; my project requires the object to be very close to the camera.
Next, plug the UV output of the Spherize node into a Tiling And Offset node, then set the Tiling to -1
using another Float input node. This inverts the bulge and scales it, too.
Remember to turn on "Distortion" in your Graph Inspector window in the node editor! Enable "Distortion Only."
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