True Alpha Refraction is an extension for True Alpha Core that adds physically-inspired refraction, blur, and chromatic aberration to transparent materials in URP.⚙️ The ProblemTraditional transparency in URP struggles with refractive materials such as glass, crystal, and ice.Most refraction techniques rely on rendering the scene into an intermediate texture before transparent objects are drawn. This approach breaks when transparent surfaces overlap and becomes increasingly expensive as more refractive objects are added to the scene.✅ Our SolutionTrue Alpha Refraction builds on True Alpha Core's Order-Independent Transparency pipeline to provide high-quality refraction, blur, and chromatic aberration.Render many refractive objects in the same scene without repeatedly rendering the scene, while ensuring transparent objects refract and interact correctly with one another.Perfect ForFrosted glassCrystal and gemstonesIce and waterPotions and bottlesMagnifying lensesSci-fi force fields⚠️ True Alpha Refraction is an extension for True Alpha Core and will not work without it.🛠️ CompatibilitiesUnity 6 and aboveShader-graphUniversal Render Pipeline using either Forward or Forward+For questions and feedbacks, please join our Discord Server.Features:Drop-in Shaders Included: Comes with production-ready Lit, Simple Lit, and Unlit shaders that mimic standard URP shaders but with refraction, blur and chromatic aberration.Shader Graph Support: Includes custom Shader Graph targets, allowing you to easily build your own custom refractive shaders from scratch.Requirements:True Alpha CoreUnity 6.0 or newerUniversal Render Pipeline (URP)Vulkan, DirectX 12 or MetalForward or Forward+ rendering path





