This code reproduce a frosted glass effect in Unity (as seen in DOOM 2k16). It use a CommandBuffer attached to the main camera to render the scene in global rendertextures. A grayscale mask is then used to sample between these rendertextures in order to apply the desired blur.

MIT, see LICENSE for details.
6 commits
2 commits
C#
55.5%
HLSL
29.1%
ShaderLab
15.4%
This code reproduce a frosted glass effect in Unity (as seen in DOOM 2k16). It use a CommandBuffer attached to the main camera to render the scene in global rendertextures. A grayscale mask is then used to sample between these rendertextures in order to apply the desired blur.

MIT, see LICENSE for details.
6 commits
2 commits
C#
55.5%
HLSL
29.1%
ShaderLab
15.4%