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Hi ! 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 !
[IMG] [IMG] [IMG] [IMG] Some new things, I've write my own SSSSS effect inspired by Jimenez and Epic Samaritan Demo papers. It use a 7 taps...
Hi, 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...
Hi, 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 [SPOILER]
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...
[IMG] [IMG] 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 : [IMG]
You can sample the pre-integrated texture using the shadow map, that's what Penner did. It works pretty well.