The frosted glass shader is provided in two fundamental implementations, each with their benefits and drawbacks (they can be combined):
Post Process Material
The best thing to do is look at the included showcase level to see how the different versions are used and how they can be used in combination to enable more complex effects like multiple layers of frosted glass. Most examples also have a note placed next to them in the level, that provides further information on that specific example.
How to use surface materials
How to use post process materials
The effect is supported and tested on high end as well as mobile platforms. The post process version has the best compatibility across platforms and supports full quality and material feature set on mobile, compared to the surface version which falls back to a lower quality and limited feature set on mobile.
Glass materials that are used in combination with the post process frosting version need to have "Render after DOF" / "Mobile Separate Translucency" enabled if they are meant to have sharp reflections or surface detail like dirt or detail normals. This relies on "Separate Translucency" to be enabled in the project settings, which is the case by default.
This product includes 4 master materials:
The surface master materials all share the same material function and also come with a SSR variation that is pre-configured to have screen space reflections enabled.
Additionally there are 26 material instances included, most of which are used in the showcase level to provide examples of how the materials can be used.
Feel free to contact me at firstname.lastname@example.org if you run into any issues or have any feature requests.