Defold Fake Real Glass
I’m happy to share with you a side project I was working on - porting a great a multipass fake glass effect based on the UnityURP-FakeRealGlass to Defold:
This project reproduces the core ideas from the Unity version:
- screen-space double refraction
- a back-face normals/depth pass
- thickness-based distortion
- optional local probe reflections
- optional absorption
- forward rendering
- a movable specular light
- runtime-configurable reflection probe modes and probe size
The repository includes two example Defold collections.
Installation
In order to use FakeRealGlass in your Defold game add project as a Defold library dependency. Don’t forget to fetch the libraries.
Newest version link:
https://github.com/paweljarosz/defold-fake-real-glass/archive/refs/tags/v1.0.zip
Once added, you must require the main Lua module in scripts via:
local fake_real_glass = require("fake_real_glass.fake_real_glass")
Quick Start
The easiest way to integrate this effect into your own project is to:
- Use the included fake_real_glass.render with the fake_real_glass.render_script using the fake_real_glass.lua as the reusable render module add-on, or modify your render pipeline to include fake_real_glass add-on (read more in the README).
- Use the glass_front.material on your glass models.
- Assign the fake_real_glass.script to control parameters of each glass model component.
I wrote a documentation in the repo, hope you’ll find it useful, not only for usage, but also for learning purposes ![]()

