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Transparent QoL part 1 - Refract & FresnelEquation Node #6466
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Approved: just make sure you move the docs to the hdrp package for hdrp specific nodes
…om/Unity-Technologies/Graphics into shadergraph/transparent-qol_part_1
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Modified docs.
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As mentioned in Slack, We are holding off reviewing new feature requests until Jan at the earliest. We'll want a design and product review before we consider the PR.
…shadergraph/transparent-qol_part_1 # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
Note: already reviewed [PR - splitting ShaderGraph only code]
Transparent Quality Of Life (part 1)
Parametrize with eta which is the ratio of both IOR (Index Of Refraction) from incoming_medium (n_i) and outgoing_medium (n_o) eta == n_i/n_i. For instance from Air to Glass that would be 1.0/1.3333.
If it's air-to-air interaction eta == 1:
Otherwise:
Air-glass interaction:
Note: the parameter incident is a vector which is from "source-to-surface" (for instance from eye-to-pixel):

We have 2 mode:
Fresnel node:

Note: already reviewed [PR - splitting ShaderGraph only code]
Add Scene Depth Difference for 3 format: {Linear01, Raw, Eye}:

UX review notes: changes the order of parameters
https://jira.unity3d.com/browse/HDRP-1600
https://jira.unity3d.com/browse/HDRP-1602
https://jira.unity3d.com/browse/HDRP-1603
ref:
#6201
https://jira.unity3d.com/browse/HDRP-1599
ref:
#6032