Screen-space crystal refraction from the opaque scene image, with foreground-depth rejection, blur/absorption controls and main-light response. Includes a focused crystal showcase and manual.Give a crystal surface a controlled screen-space refractive appearance. Procedural Crystal Refraction URP samples the opaque scene image, with foreground-depth rejection, blur/absorption controls and real main-light response.The focused saved scene uses one crystal and a small necessary opaque reference against black so the distortion is visible. Neutral-root reusable prefabs preserve authored Surface rotation and scale. A five-page English PDF manual explains integration, material controls and lifecycle limits.This is screen-space image refraction, not a physical index-of-refraction/thickness solver, caustics system or multi-layer transparent transport. Content absent from the sampled opaque image cannot be reconstructed by the effect.The retained refraction reference remains attributed to Daniel Ilett under the exact MIT 2021 notice. No upstream graphs, textures, models, workshop scenes or tutorial media are shipped.Prepared for Unity 6000.0.30f1 and URP 17.0.3. No untested-platform or frame-rate certification.One screen-space opaque-image crystal refraction material with foreground-depth rejection, blur/absorption controls and main-light response. Use the included pipeline/example configuration and follow the manual when integrating opaque-scene sampling and depth into another project.Not physical IOR or thickness simulation, caustics, off-screen reconstruction or multi-layer transparency. Coordinate material ownership, optional preview motion and property lifecycle with other components.Includes one focused crystal/reference scene, neutral-root prefabs and five-page English PDF manual. Private actual-GPU tests covered zero-strength identity, foreground-depth rejection, common-rig attachment, controls, real lighting, ownership and camera/resolution/scale changes. Official local validation passed all 34 checks; independent normal-Play output inspected.AI was used during code refactoring and scene preparation.




