approximating-translucency-for-a-fast-cheap-and-convincing-subsurfacescattering(GDC 2011)
https://colinbarrebrisebois.com/category/gdc/
https://github.com/bjporter/subsurface-scattering-and-light-experimentation/tree/master/Assets/Standard%20Assets/Effects
用局部厚度模拟光照物体内部传输
视角方向的光线扭曲和衰减
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/SSS" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_ThicknessTex("Thickness Precalc", 2D) = "black" {}
_OcclusionTex("Occlusion Map", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
fLTDistortion("Distortion", Range(0,2)) = 0.0
iLTPower("Power", Range(0,50)) = 1.0
fLTScale("Scale", Range(0,10)) = 1.0
fLightAttentuation("Attentuation", Range(0,10)) = 1.0
fLTAmbient("Ambient", Color) = (0,0,0,1)
_lightPosition("LightPosition", Vector) = (0,0,0,0)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _ThicknessTex;
sampler2D _OcclusionTex;
float fLTDistortion;
float fLTScale;
float iLTPower;
fixed4 fLTAmbient;
float fLightAttentuation;
float4 _lightPosition;
struct Input {
float2 uv_MainTex;
float3 viewDir;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 e = tex2D (_ThicknessTex, IN.uv_MainTex);
o.Albedo = c.rgb;
//// Metallic and smoothness come from slider variables
o.Occlusion = tex2D(_OcclusionTex, IN.uv_MainTex);
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
float fLTThickness = e.r;
// world space fragment position
float3 lightDir = normalize(_lightPosition.xyz - IN.worldPos);
float3 vEye = normalize(_WorldSpaceCameraPos - IN.worldPos);
half3 vLTLight = lightDir + o.Normal.xyz * fLTDistortion;
half fLTDot = pow(saturate(dot(vEye, -vLTLight)), iLTPower) * fLTScale;
// half fLTDot = pow((dot(vEye, -vLTLight)), iLTPower) * fLTScale;
// half fLTDot = dot(vEye, -vLTLight) * fLTScale;
half3 fLT = fLightAttentuation * (fLTDot + fLTAmbient.rgb) * fLTThickness;
//
o.Emission = o.Albedo * fLT; // * lightDiffuse
// o.Emission = IN.worldPos;
}
ENDCG
}
FallBack "Diffuse"
}