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@@ -492,6 +492,12 @@ Remember to use a transparent albedo texture (or reduce the albedo color's alpha
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channel) to make refraction visible, as refraction relies on transparency to
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have a visible effect.
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+Refraction also takes the material roughness into account. Higher roughness
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+values will make the objects behind the refraction look blurrier, which
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+simulates real life behavior. If you can't see behind the object when refraction
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+is enabled and albedo transparency is reduced, decrease the material's
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+**Roughness** value.
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+
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A normal map can optionally be specified in the **Refraction Texture** property
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to allow distorting the refraction's direction on a per-pixel basis.
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