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.
Powerful Path Tracing Engine For Realistic Rendering
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
A realistic & physically based human skin shader
Vulkan implementations of Subsurface Scattering and Ambient Occlusion
A screen space sub-surface scattering demo implemented with vulkan api
Fork of the Mitsuba renderer containing reference implementations of: (1) Adaptive Lightslice for Virtual Ray Lights, (2) the Forward Scattering Dipole model.
A game engine that renders primitive objects by utilizing raymarching
Volumetric and implicit surfaces (SDF) pathtracer implementation built on top of Yocto/GL.
Procedural skin texture with subsurface scattering and god rays post-process effect.
Path tracer written in JS
Code for paper "Inverse Rendering of Translucent Objects using Shape-adaptive Importance Sampling" (PG 2024)
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