#Ice shader

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distant stone
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I followed this good tutorial to make an ice shader but I want to be able to control the size of the shader so it can be a bit thicker than the original mesh. Is this a viable option I can do in shadergraphs?

glossy bronze
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Is typically done by offsetting the vertex positions by the normals. Assuming normals are smoothed, otherwise it'll create holes between faces.

e.g. in world space (keeps offset consistent for different sized models) :

distant stone
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How could I do that like what nodes?