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GRAPHICS PROGRAMMING

CrystalShader

A custom Unity shader that combines background refraction, distortion and Fresnel-style rim lighting to create a configurable crystal material.

UnityHLSLBuilt-in PipelineGrabPassRefractionRim Light
CUSTOM CRYSTAL MATERIAL
RoleSolo Developer
EngineUnity
Duration2 weeks
PipelineBuilt-in

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.

REFRACTION

GrabPass sampling

Captures the scene behind the object and samples it with distorted UVs.

DISTORTION

Normal-driven offset

Surface normals and exposed parameters control how strongly the background bends.

RIM

Fresnel-style edge light

The object gains a view-dependent highlight around its silhouette.

TUNING

Material properties

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.