Naive screen-space subsurface scattering solution for Unity 5.
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Updated
May 26, 2019 - C#
Naive screen-space subsurface scattering solution for Unity 5.
The project contents contain the code necessary to calculate tension data on inside Unity Shaders. It also contains some other tools like the nodes required to re-create the "Skin" material that you see in the showcase above. The following implementation will work with Rigged Geometry as well as BlendShapes/MorphTargets.
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
A realistic & physically based human skin shader
A game engine that renders primitive objects by utilizing raymarching
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