Naive screen-space subsurface scattering solution for Unity 5.
Animated gif: http:https://imgur.com/Nc8VyDv
Tested only in Unity 5.4.2, works with deferred/forward, gamma/linear, HDR/LDR, DX11/DX9, perspective/ortho.
- Put the files into any folder in your .../Assets/Resources folder
- Attach the CP_SSSSS_Main script to your main camera
- Attach CP_SSSSS_Object script to any Renderer object that you want to have subsurface scattering on
- Blur the source image separably, based on the distance from the camera, and attenuate surrounding sample's influence based on the depth difference between this sample and the center sample (Soft Depth Bias parameter controls the maximum depth difference allowed)
- Render the scene with replaced shader, using the mask set in CP_SSSSS_Object script multiplied by the subsurface color
- Composite the blurred stuff on top of the original, multiplying it by mask from step 2, and substracting the original based on the Affect Direct parameter
MIT License
Copyright (c) 2016 Evgeny Erzutov
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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