Frosted Ice

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Frosted Ice shader preview
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Frosted Ice shader with center core, need to work on making it look more wet.

The frost buildup gradient you're using for the edge darkening — is that driven by a noise texture or computed analytically? I tried doing it analytically with a power curve on the UV distance from center and it looked too uniform. Ended up baking a Voronoi mask into a texture channel but felt like a cop-out. Curious what approach you went with and whether the normal perturbation for the refraction is in view space or tangent space.