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Sorry for the late answer and for not updating the thread much.
Yeah I'm still working on it !
If you want, you can check my twitter, it's...
Ok @rea @Kolyasisan I'll see what I can do about that.
Did you try to use half res for Ray and Depth Mode ? Full Res is maybe a bit gpu intense considering your GPU.
Edit : And my raytrace is also slow.
Hey @rea can you give me more details ?
Maybe a screen of the ssr in the inspector, also is there any other image effects in use ?
Also what is...
That's ok it has the benefit of keeping the thread alive :).
Well done !
Cool, I've made similar shader some time ago, but I missed too much my edge fade and refraction so I revert back to forward :).
Would love to see...
Hey @aubergine I was looking for the same on 5.5.
You can use the debug menu to get it back.
I guess you made you water as deferred to make it work with it ?
Really nice !
Some new things, I've write my own SSSSS effect inspired by Jimenez and Epic Samaritan Demo papers.
It use a 7 taps...
I've just noticed that the albedo debug view use the wrong color space in Unity 5.5.
I remember that previously I had to set the camera to...
Really hard to say, I'm doing this on my free time and there's a lot of work left on that and of course I won't do it if there's no real interrest...
It's totally expected actually (you don't do anything wrong :)). I'm rewriting my raymarch code which will hopefully support this but can't...
I've updated this SSR to 5.5 : https://github.com/cCharkes/UnitySSR
Good to know :) !
I think this ssr is usefull when you have lot of surfaces variations, it plays really nice in scene, but if you have mainly...
Started to work on backscattering for the SSS shading model, works great so far (thanks to the structured buffer).
EDIT : There's no...
I think it will happend too on mine, pixels at far distance get so tiny that they become hard to sample and it get worse when mip map are enabled...
A translucent shader would be a great addition indeed but can't be handled by Separable Subsurface Scattering so it will be an other shading...
Ok, do you know any fix or others who has same issue ?
One of the cool thing that SSSSS can allow is that you can make custom SSS profile :
You can sample the pre-integrated texture using the shadow map, that's what Penner did. It works pretty well.