GrabPass sampling
Captures the scene behind the object and samples it with distorted UVs.
GRAPHICS PROGRAMMING
A custom Unity shader that combines background refraction, distortion and Fresnel-style rim lighting to create a configurable crystal material.
The shader was built for a shading exam and focuses on the optical cues that make a transparent material read as crystal: distorted background sampling plus a strong view-dependent edge.
Captures the scene behind the object and samples it with distorted UVs.
Surface normals and exposed parameters control how strongly the background bends.
The object gains a view-dependent highlight around its silhouette.
Hollowness, distortion strength and rim appearance can be adjusted per material.
This project gave me practical experience connecting shader math, camera/view direction and exposed material parameters to a readable visual result.