In this project, I want to create a more realistic ice material. There are many good ice shaders on the internet. However, most of them are rather stylize. When I started to do my research, I immediately know that I want to create a frozen river type of ice. This is the reference I used
This is how my shader turns out
Material Graph and Substance Graph
I had lots of inspiration from Timothy Cole and Taizyd Korambayil . Both of them mentioned parallax Occlusion mapping, and I had experience with the bump offset node in UE4 during my previous hologram work, I figured I could achieve the same depth just through this node.
By examining my reference I know that I need bubble, cloud and cracks in the middle of the ice, and more cracks and chip on the surface. To achieve the layer feel, I need to use similar pattern with different rotation and depth.
Therefore, in Substance, I made different layer patterns first.
I originally had snow pattern (bottom right), but did not add into my final shader.
I did not add any color in Substance. Instead, I made these grey scale maps, and exported them in different channels to use as mask.
In the engine, I first set up each individual layer as a mask, and add colors based on the mask, then adjust roughness and normal based on the surface layer mask.