Refract

Refract
It distorts objects behind it. It is similar to Water
, but does not have real-time reflections and so is not restricted to flat surfaces. Can be used to create distorting glass windows, ice, etc.
The refraction effect is achieved by first rendering the view without the refracting surface, and then using the normal map to distort the image by replacing pixel coordinates with new ones from the pre-rendered view by projecting along the normals.


$model "1"
.
Refract
shader will not render when applied on the same entity.Keep in mind that refraction is expensive to render when sorted. Multiple layers of refraction can cause immense overdraw. Avoid having large amounts of particle sheets, or multiple surfaces with refract that render above each other.
Syntax
Refract { $normalmap ... $dudvmap ... $refracttint "[1 1 1]" $refractamount .2 }
$normalmap
$dudvmap
$normalmap2
$bumpframe
$bumptransform
$refracttint
$refracttinttexture
$refracttinttextureframe
$refractamount
$bluramount
$forcerefract
[[$envmap|$envmap]]
$envmaptint
$envmapcontrast
$envmapsaturation
$fresnelreflection
$fadeoutonsilhouette
$vertexcolormodulate
$basetexture
$masked
$forcealphawrite
$nowritez
$noviewportfixup
$mirroraboutviewportedges
$magnifyenable
$magnifycenter
$magnifyscale
$localrefract
$localrefractdepth
Caveats
- Currently it is not possible to define an overall alpha mask to indicate where to fall-off refract. This however only applies to the brush based and model geometry, and not particles. To get alpha on brush or model based geometry you can create a normal map with an alpha channel, and define that as the first
$normalmap
. Using another normal of your choice you can then define a normal map for$normalmap2
.$normalmap2
will inherit the alpha of the first normalmap, and will act accordingly. This is extremely useful for faking effects like scrolling water of a surface. Where the first normal map can provide the alpha, and the second normal map can move along that alpha. - If
Refract
is used on a part of a model, the rest of the model will be rendered invisible when seen through the refractive part due to render sorting. Consider making the refractive part a separate model to remedy the issue.