UnityRefractionURP requires:
- Depth Texture and Opaque Texture enabled.
- Material Type set to Transparent.
- Material's Alpha Clipping enabled. (if enabling Dithered Transparent Shadow)
UnityRefractionURP uses Reflection Probe to approximate the scene shape.
In order to create more accurate refraction, it is suggested to:
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Adjust the Reflection Probe Shape (Influence Volume) so that it better matches the scene.
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Use Box Projected Reflection Probes.
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Provide reasonable mesh thickness (diameter if Sphere Model) to material's Thickness parameter. (1 unit = 1 meter)
It's suggested to use transparent shadow on URP 14 (Unity 2022.2) or above. (with high PCF shadow sampling)
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Enable Alpha Clipping is a must.
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Enable Soft Shadow is important.
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This effect can be better under higher Soft Shadow quality.
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This effect can be better under higher Shadow Resolution.
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The effect of Approximate Thickness is not ideal on Additional Lights.
For detailed explanation, please refer to HDRP's refraction documentation.