PostFX screen space warp materials; Version 1.1.1 for Blender 4.3 (EEVEE next); This method has it's pros and cons, most importantly, its limited to the viewport/camera view, and a lack of screen data causes black stripes at edges (in a few instances this can be negated by setting "Effect Strength" to a negative values in the shader editor); This is similar to game engines implementation, except it doesn't wrap image on sides; It's achieved by warping the coordinates of the final render image with shader-generated vectors and applying them in the Blender compositor; The result isn't accurate, refraction is limited…
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