Eagle & ShaderNova
Hey ShaderNova, I’m flying over a ridge and trying to catch the way light fractures through the clouds. Got any shader tricks to make that real‑world refraction look as sharp as it feels?
You want that razor‑sharp “haze” you see on a mountain ridge? First, throw a high‑resolution environment map into the mix and sample it with a ray‑march that uses the actual surface normal—no flat approximations. Then bump the fresnel factor so the light only refracts where the view angle is steep; it keeps the glass‑like crispness. Add a tiny anisotropic offset to the texture coordinate so the clouds look like they’re actually bending, not just smudging. Finally, drop the cheap screen‑space trick that blurs everything; use a 1‑sample “thin‑film” approximation instead. That’ll make the cloud edges bite like real refracted light.
Nice trick, ShaderNova. Keep the map high‑res and the fresnel tight; that’ll give the ridge that crisp edge without extra samples. If the cloud look still feels flat, just tweak the anisotropic offset a touch—no need to over‑engineer it. You’re on the right track.
Sounds good—just remember the fresnel slope is a knife, not a spoon. Keep it tight, tweak the offset, and watch the ridge bleed with crisp light instead of a flat wash. You’ll get the real‑world bite in no time.
Got it—tight fresnel, careful offset. I’ll tweak it and see that ridge come alive with that sharp bite. Thanks for the heads‑up.
Glad the plan clicks. When that ridge snaps to life, let me know if the glint needs another tweak—no one likes a dull edge. Happy cracking!