I am currently creating the UI for a new project and the plan is to design the tiles with a glass morphism effect. This basically means that the material has to create refraction and blur on the background. after first research I realized that the material pipeline in ventuz does not offer an easy way to create a simple glass material, let alone add blur or roughness to it. Have I missed something here?
After further research I managed to add refraction using an HLSL shader. I took this from the framebuffer example. but I still can't find a way to add the necessary blur to the material.
To my actual question: Is the only way to achieve the desired effect to write a cutom HLSL shader or is there a better way?
For reference, this ist what I want to achieve:
