When working on the Snowman Crystal Ball illustration, I originally had trouble getting the look right when using the built-in Blender “Glass BSDF” Shader. Either the reflections on the surface were too harsh or the Snowman blurred out too much or got distorted way too much.


The Solution: Fake Glass Shader
Instead of using the standard Glass BSDF, this technique combines Transparent BSDF with Glossy BSDF and a custom Fresnel node to create glass-like reflections without refraction distortion.
Node Setup
1. Create the Material
- Select your object (e.g., crystal ball sphere)
- Go to the Shader Editor
- Create a new material with Principled BSDF or mix nodes
2. Mix Transparent and Glossy BSDF
Transparent BSDF ─┐
├→ Mix Shader → Material Output
Glossy BSDF ─────┘
Node Configuration:
-
Transparent BSDF:
- Factor:
1.0(fully transparent)
- Factor:
-
Glossy BSDF:
- Roughness:
0.1(slightly blurred reflections) - Color: White or very light gray
- Roughness:
-
Mix Shader:
- Factor: Controlled by Fresnel node
3. Add Fresnel for Edge Reflections
Fresnel → Mix Shader (Factor input)
Node Configuration:
- Fresnel:
- IOR:
1.45(glass-like reflectivity at angles)
- IOR:
This creates stronger reflections at glancing angles while keeping the center more transparent.
4. Optional: Add Subsurface Scattering
For a more realistic crystal ball effect, add subsurface scattering:
Subsurface Scattering → Mix Shader (second input)
Node Configuration:
- Subsurface Scattering:
- Radius:
0.1(subtle glow) - Color: Light blue or white
- Strength:
0.3
- Radius:
Final Node Tree Structure
[Fresnel] → [Mix Shader] (Factor)
[Transparent BSDF] ─┐
├→ [Mix Shader] → [Material Output]
[Glossy BSDF] ──────┘
[Subsurface Scattering] ──→ [Second Mix Shader] (optional)
Why This Works Better Than Glass BSDF
| Aspect | Glass BSDF | Fake Glass Technique |
|---|---|---|
| Refraction | Full distortion | None – background stays clear |
| Reflections | Harsh, mirror-like | Soft, realistic |
| Performance | Slower (ray tracing both ways) | Faster (no refraction calculation) |
| Control | Limited | Full control over each aspect |
Tips for Game Engines
When exporting this shader to Unity or Unreal:
Unity (URP/HDRP)
-
Use a custom Shader Graph with:
- Transparent render queue
- Glossy reflections via Screen Space Reflections
- No refraction pass
-
Or use the Standard Asset transparent shader as a base
Unreal Engine
- Create a material with:
- Translucency set to “Yes”
- Refraction disabled
- Screen Space Reflections enabled for glossy highlights
Related Resources
- Easy Water Shader in Blender 4.0 – Similar shader techniques
- Best Blender to Unity Export Settings – Optimize your workflow
- Low-Poly Forest Environment – Complete scene with glass effects
Have questions about this technique? Check out our other Blender tutorials or leave a comment below! ✨🔮