3/16/2026, 11:08:47 PM
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.