an experimental shading model for UE4
I’ve been working on a shading model for UE4 that uses reflection probes for transparency. Works best with medium sized objects with high refraction.
Because objects with this shading model are actually opaque, it has the benefit of being in the G-Buffer, preventing sorting issues. The downside is that it uses pre-baked reflection captures.
See this video for more details:
You can download that scene here:
(standalone UE4 release build, no editor)
use , , and  to toggle between low, medium and high quality. Hold [c] to cloak.