Visual slot reserved
The future image should compare smooth glass and faceted crystal so the edge, tint, roughness, and refraction decisions are easy to see.
UE5 / Recipe / Transparent Surface
A glass and crystal recipe for controlled transparency, edge highlights, roughness variation, tint, and art-directed refraction.
The future image should compare smooth glass and faceted crystal so the edge, tint, roughness, and refraction decisions are easy to see.
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Glass is mostly edge and reflection. If the silhouette is weak, more transparency will not fix it.
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Glass still needs a silhouette, surface response, and value contrast. If the viewer cannot read the object shape, the material is not finished; it is just transparent.
Smooth glass depends on reflection and subtle roughness. Crystal depends on facets, edge hits, internal tint, and broken planes. Decide which family you are building before tuning transparency.
Small masked refraction around edges can sell thickness. Full-object distortion can make props unreadable and create sorting/cost problems quickly.
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Many crystal looks can stay opaque with Fresnel and fake internal color. Use true translucency only when seeing through the object is important to the shot or gameplay.
Why: blend mode changes lighting, sorting, overdraw, and available material features.
Use Fresnel, bevel normals, curvature, or baked masks to make the silhouette and facets readable. Edge response should survive both bright and dark backgrounds.
Beginner check: preview edge response as grayscale. If the outline is weak here, adding alpha will make it worse.
Tint should suggest glass thickness or crystal color without flattening all planes into the same hue. Use vertex color, object-space gradient, or thickness approximation if the prop needs depth.
Clean glass can use subtle smudges or scratches. Crystal may use sharper faceted changes. Keep small scratches weaker at distance to avoid shimmering.
Apply refraction or screen offset mostly near edges, thick regions, or impact imperfections. Avoid strong uniform distortion across the whole object.
Expose glow, inner pulse, or color cycling only as optional controls. A production master should not force fantasy behavior onto every glass panel.
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float fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), fresnelPower);
float breakup = Texture2DSample(noiseTex, noiseTexSampler, uv * breakupTiling).r;
float3 edge = edgeColor * fresnel * edgeIntensity;
float3 body = tintColor * lerp(1.0, breakup, breakupAmount);
float roughness = saturate(baseRoughness + breakup * roughnessVariation);
float2 refractOffset = normalTS.xy * refractionStrength * (1.0 - fresnel);
float alpha = saturate(baseAlpha + fresnel * edgeAlpha);
return float4(body + edge, alpha);07
If transparent objects overlap, test actual scene order early. Doors, glass shards, windows, particles, and water can all fight each other in ways the material preview will never show.
A shader cannot replace good planes. If the model has no facets, fake highlights will only go so far; ask for bevels, split normals, or a crystal-specific mesh.
Opaque fake crystal, masked glass, and translucent glass can all be correct. Choose based on target camera, overlap risk, and performance budget instead of defaulting to translucency.
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