Hey Guys, I've been using this bubble shader which was courteously provided here. https://github.com/JPBotelho/Soap-Bubble I have no clue about shader code, but when i apply it, the transparency alpha ( the fresnel effect) seems locked to one direction? So i only get the bubble effect if i look from the X axis? Then when i spin the camera to z axis, it looks weird. Rotating the mesh has no effect, im thinking it has something to do with the "refl2Refr" property in the code but i have no idea about shaders. Any help would be greatly appreaciated. Thanks so much. I'll paste the shader code below. and attach some images. Code (CSharp): Shader "Bubble" { Properties { _MainTex ("Texture", 2D) = "white" {} _Cube ("Cubemap", CUBE) = "" {} _AlphaCubemap ("Alpha Cubemap", CUBE) = "" {} _Scale ("Scale", Range(0.1, 15.0)) = 3.0 _Bias ("Bias", Range(-5, 5.0)) = 3.0 _Power ("Power", Range(0.1, 15.0)) = 3.0 _Mult ("Mult", Range(0,1)) = 1.0 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha:fade struct Input { float2 uv_MainTex; float3 worldRefl; float3 viewDir; }; sampler2D _MainTex; samplerCUBE _Cube; samplerCUBE _AlphaCubemap; float _Bias; float _Power; float _Scale; float _Mult; float randomNum(in float2 uv) { float2 noise = (frac(sin(dot(uv, float2(12.9898,78.233)*2.0)) * 43758.5453)); return abs(noise.x + noise.y) * 0.1; } void surf (Input IN, inout SurfaceOutputStandard o) { float3 cubeSample = texCUBE (_Cube, IN.worldRefl); float3 alphaSample = texCUBE (_AlphaCubemap, IN.worldRefl); float3 textureSample = tex2D(_MainTex, IN.uv_MainTex); float fresnelTerm = _Scale * o.Normal + _Bias; //- _Bias; float refl2Refr = 1 - fresnelTerm - .3; //o.Alpha = 1 - (pow(alphaSample, _Power) + refl2Refr); alphaSample = pow (alphaSample, _Power); o.Albedo = lerp (cubeSample, cubeSample * textureSample, 1 - alphaSample); //Makes it brighter o.Emission = lerp (cubeSample, cubeSample * textureSample, 1 - alphaSample); o.Alpha = lerp(_Mult, 1.0, refl2Refr + alphaSample); } ENDCG } Fallback "Diffuse" }