The frosted glass shader is provided in two fundamental implementations, each with their benefits and drawbacks (they can be combined):
Surface Material
Supports per surface diffuse color (for effects like stained glass)
Supports per surface reflection color
Does not support rendering translucency behind the frosted surface
Supports mobile rendering (lower quality)
Post Process Material
Supports per post process volume diffuse color
Supports per surface reflection color
Supports rendering translucency behind the frosted surface
Supports mobile rendering (full quality)
link:
https://drive.google.com/file/d/1HJ0XYBC...sp=sharing