- SubSurface Scattering (SSS) blur is performed in screen space
- SSS attenuation can be defined by a color or a texture
- Transmittance
- Not limited to skin
- Deferred shading only
- Terrain is not supported
- Ambient occlusion and screen space reflection from post processing stack are not supported
Unity 2017.2.0f3 and a shader model 3.0 ( dx9 ) graphic card.
Set project in Linear Color space and make sure that under ProjectSettings/Graphics it is setup like the image below
See pref_CameraRig for reference on how to setup ScreenSpaceSubSurfaceScattering.cs on your camera (should always be the first effect to be used)
Existing surface shader need to be updated, see SurfaceShaderSSSTemplate.shader and SurfaceShaderTemplate.shader as guide
- [Jimenez et al. 2011] "https://github.com/iryoku/separable-sss"
- [Mavridis 2012] "The Compact YCoCg Frame Buffer"
- [Sousa 2013] "The Rendering Technologies of Crysis 3"
- [Jimenez et al. 2013] "Next-Generation Character Rendering"
- [Jimenez 2014] "Next Generation Post Processing In Call Of Duty Advanced Warfare"
- [Senua 2016] "Digital Humans"
- [Mikkel Gjøl & Mikkel Svendsen] "THE RENDERING OF INSIDE"