SSS for URP
FAL Effects
$9.99
Date |
Price |
---|---|
日期和时间 |
价钱($) |
04/06(2022) |
9.99 |
11/18(2024) |
9.99 |
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A diffusion profile based Separable Subsurface Scattering implementation for the Universal Render Pipeline, that comes with a shader that supports translucency.This is an implementation of the Separable Subsurface Scattering Algorithm for the Universal Render Pipeline. The algorithm was invented by Jorge Jimenez in 2011. This implementation also supports translucency. It is diffusion profile based, with support for up to 40 different ones. Required is the support for multiple render targets and a enabled depth texture.Performance:Tested on MX150 with a Intel® Core™ i5-8250U, Vulkan backend, URP was at max settings768p (in editor): ~ 170fps1080p (in editor): ~100fps1440p (in editor): ~61fpsw1440p (in editor): ~45fpsAdditional samples can be found on my websiteClick here to visit my websiteA demo can be downloaded hereSupports Unity 2020-2022Discord for support | support email | DocumentationShaders: 2 (1 Screen Space Shader & 1 Object Shader)Renderfeatures: 1 (with 2 passes)