
I wanted every in-game monitor, terminal, and HUD in **Crunch Element** to feel like a true part of the world—complete with dirt smudges, glass reflections, and even individual pixels you can count when you get up close—**all while humming along at 90 FPS on standalone VR**.
### Key Highlights
- **Crisp Pixel Detail**
When you lean in within 10 cm, you actually see each pixel—no texture blur or anti-alias artifacts.
- **Realistic Smudges & Glass**
Subtle fingerprint and dust masks, combined with a slight curvature in the normals, create authentic glass panel feels—sampling from precomputed directional lightmaps and SH volumes so smudges sparkle under environmental lights.
- **100 % Precomputed Lighting & Reflections**
Every screen—static or dynamic—samples from the same baked probes that light the entire level. **No realtime lights**, **no mixed lights**, yet explosions, guns, and UI all reflect and shade accurately.
- **Flexible Content Display**
Feed any `RenderTexture`—a UI canvas, live camera, or video—into the shader’s input slot, and it looks seamlessly integrated: depth-aware, parallax-correct, and occluded naturally by other scene geometry.
This shader was built entirely in **Shader Graph** using an **Unlit Master** node thanks to the precomputed lighting system, making it extremely fast, lightweight, and with minimal shader variants.