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I am attempting to create a frosted glass shader similar to the art below. I would primarily like to do this in Eevee with the potential of seamlessly switching between Cycles and Eevee. I know that this affect would be possible with the pointiness input in Cycles but is there a better way to approach this?

While I would like the shader to have some transmission it is not a must have.

A turnaround of the Peeping Tom vigor from Bioshock Infinite

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Tho this solutuion kinda looks good in eeve, the result is not the same in both render engines

Solution 1: (if background if a flat color) enter image description here

Solution 2: (less shiny: dimmed with flat color bg; no super reflections with hdri) enter image description here

**Solution 3: ** (super reflections are there but you can tweak their opacity with To Max value in newly added map range node at the bottom
you can also play around with other map range node values, it manipulates amount of super reflections enter image description here

Solution 4: (balanced super reflections (for me it's the best)
here you can tweak same values of map range node, as well as bright/contrast, value in hue saturation value node, roughness and IOR in Refraction BSDF node enter image description here

For different hdri, different solutions will work better, pls test.
In addition, here is the .blend file with all the materials:

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  • $\begingroup$ Thanks a lot this works really well with a flat colour background but with an HDRI it is hyper reflective. I can adjust it somewhat by changing the Contrast value of the Bright Contrast Node but that limits the reflective areas. $\endgroup$ Commented Jun 18, 2022 at 11:30
  • $\begingroup$ i'll edit my answer $\endgroup$
    – kemplerart
    Commented Jun 18, 2022 at 12:15
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    $\begingroup$ Thank you so much, this is perfect! $\endgroup$ Commented Jun 20, 2022 at 12:52

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