Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Voting for the Unity Awards are OPEN! We’re looking to celebrate creators across games, industry, film, and many more categories. Cast your vote now for all categories
    Dismiss Notice
  3. Dismiss Notice

[HDRP] Lite Shader: What is a "Subsurface Mask Map"?

Discussion in 'Graphics Experimental Previews' started by OfficialHermie, Jul 26, 2018.

  1. OfficialHermie

    OfficialHermie

    Joined:
    Oct 12, 2012
    Posts:
    585
    Hello!

    I would understand what "Subsurface Map" is, but I don't understand what a "Subsurface Mask Map" is.
    Is it the same, just with a "more correct" naming, or something else?

    Thank you.
     
  2. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,900
    Mashaaky likes this.
  3. OfficialHermie

    OfficialHermie

    Joined:
    Oct 12, 2012
    Posts:
    585
    @LurkingNinjaDev The following is not clear to me:

    It's called a "Mask map", but the Green channel is for AO. I don't think it's an AO mask, right?
    So I don't understand why it's called Mask map.
    Do you know what I mean?

    Also, if I may ask... the page you pointed me to states

    "Subsurface mask map:

    This map uses the red channel to manage the visibility (0 = not visible, 1= totally visible) of the SSS effect. This map is modulated by the handle value (0 to 1, 1 is the default)."

    What does "1" and "0" mean here?
    White and Black?

    Thanks in advance!
     
  4. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    The red, green, blue and alpha channel of an image do not necessarily have to contain color information. They can hold any arbitrary byte value between 0 and 255. So instead of storing colors, images/textures can also be used to store 3 (4 if you use RGBA) grayscale textures. And yes, 1.0 = 255 = white = 100% AO / 100% SSS and so on.