What is the best way to render glass/ice materials on Android devices with no ray tracing?
I have seen aplha+blending but even with proper lighting, the results just looked "plastic".
Can we do better?
You need proper reflection and refraction to draw good looking transparent materials.
You basically need environment texture as a source of reflection/refraction. I recommend to render the scene without transparent material to make the environmental source texture. Cube-mapping is usually recommended.
Visit here to see how to implement reflection and refraction.
To create a simple glass effect in Android (OpenGL ES 3.0), you can use: refraction + shininess + transparency.
Vertex Shader:
#version 300 es
precision lowp float;
uniform mat4 u_mvpMatrix;
uniform mat4 u_mvMatrix;
in vec4 a_position;
in vec3 a_normal;
out vec3 v_normal;
out lowp float SpecularIntensity;
out vec3 v_eyeDirectModel;
float getSpecularIntensity(vec4 position, vec3 a_normal, vec3 eyeDirectModel) {
float shininess = 30.0;
vec3 lightPosition = vec3(-20.0, 0.0, 0.0);
// We ignore that N dot L could be negative (light coming from behind the surface)
mediump vec3 LightDirModel = normalize(lightPosition - position.xyz);
mediump vec3 halfVector = normalize(LightDirModel + eyeDirectModel);
lowp float NdotH = max(dot(a_normal, halfVector), 0.0);
return pow(NdotH, shininess);
}
void main() {
v_normal = a_normal;
vec4 eyePositionModel = u_mvMatrix * a_position;
// Eye direction in model space
vec3 eyeDirectModel = normalize(- eyePositionModel.xyz);
// specular lighting
SpecularIntensity = getSpecularIntensity(a_position, a_normal, eyeDirectModel);
v_eyeDirectModel = eyeDirectModel;
gl_Position = u_mvpMatrix * a_position;
}
Fragment Shader:
#version 300 es
precision lowp float;
uniform mat4 u_mvpMatrix;
in vec3 v_normal;
in lowp float SpecularIntensity;
in vec3 v_eyeDirectModel;
out vec4 outColor;
uniform samplerCube s_texture; // skybox
const float eta = 0.65;
void main() {
// Calculate refraction direction in model space
vec3 refractDirect = refract(v_eyeDirectModel, normalize(v_normal), eta);
// Project refraction
refractDirect = (u_mvpMatrix * vec4(refractDirect, 0.0)).xyw;
// Map refraction direction to 2d coordinates
vec2 refractCoord = 0.5 * (refractDirect.xy / refractDirect.z) + 0.5;
vec4 glassColor = texture(s_texture, vec3(refractCoord, 1.0));
outColor = glassColor + SpecularIntensity;
outColor.a = 0.8; // transparent
}
Result:
The code is partially taken from PVRShamanGUI.