The Glass shader renders windows and other glass objects, imparting refractive, tint, fog, and cracking effects for both breakable and non-breakable glass objects. Use the Illum Shader instead if you require non-refractive effects for non-breakable glass objects.
Ambient diffuse lighting from cube maps isn't taken into account.
The shader uses the sky color exclusively for all ambient lighting.
Except for the sun, all deferred lights don't affect transparent glass objects.
The shader can't receive sun shadows.
Controls the amount of light that gets through the glass.
Controls the amount of blur.
This parameter requires that the Blur refraction – PC Only shader generation parameter is enabled.
Adjusts tiling of the bump map independently from diffuse.
Sets the reflection and refraction bump scale.
Applies blur to just cloudy areas.
This parameter requires that the Tint map – Tint/Gloss/Spec shader generation parameter is enabled.
Makes cloudy areas less glossy.
This parameter requires that the Depth Fog shader generation parameter is enabled.
Sets the distance, in meters, after which fog doesn’t get any stronger.
Sets the amount of indirectly bounced color.
Not used if the Depth Fog shader generation parameter is enabled.
Adjusts the cloudiness of tinted areas.
Applies a tint color to the glass.
Enables diffuse map for dirt, and so on. Requires alpha channel.
Enables environment map as a separate texture.
Enables the RGB spec map to control tinting in red channel, cloudiness in green channel, and specular in blue channel.
Enables the Tint Color map. Used for multicolored glass, which goes in the custom Tint Color map slot.
Enables the blurring of objects seen through the glass.
Enables depth fog behind the glass surface.
Disables the reflection of lights.