├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── MultipassSSMaterialBlue.mat │ ├── MultipassSSMaterialBlue.mat.meta │ ├── MultipassSSMaterialOrange.mat │ └── MultipassSSMaterialOrange.mat.meta ├── Meshes.meta ├── Meshes │ ├── StanfordDragon.fbx │ ├── StanfordDragon.fbx.meta │ ├── bunny.fbx │ ├── bunny.fbx.meta │ ├── mori_knob.fbx │ └── mori_knob.fbx.meta ├── Scenes.meta ├── Scenes │ ├── DemoScene.unity │ └── DemoScene.unity.meta ├── Shaders.meta └── Shaders │ ├── MultipassSS.shader │ └── MultipassSS.shader.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c28b919ad8a472343ac0bdbbcc7cb480 3 | 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userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/MultipassSS.shader: -------------------------------------------------------------------------------- 1 | /* 2 | Copyright 2018 Philipp Seifried 3 | 4 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated 5 | documentation files (the "Software"), to deal in the Software without restriction, including without limitation 6 | the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, 7 | and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 8 | 9 | The above copyright notice and this permission notice shall be included in all copies or substantial portions 10 | of the Software. 11 | 12 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED 13 | TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 14 | THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF 15 | CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 16 | DEALINGS IN THE SOFTWARE. 17 | */ 18 | 19 | 20 | /* 21 | Proof of concept for a multipass approach to translucency/subsurface-scattering, which avoids reading back 22 | the depth buffer, by encoding z values in the alpha channel and using blend operations to calculate thickness 23 | and mask out the backlit first pass. 24 | This needs at least a 16-bit alpha channel, so it requires HDR rendering. 25 | */ 26 | 27 | Shader "Custom/MultipassSS" { 28 | Properties { 29 | _Color ("Color", Color) = (1,1,1,1) 30 | _SSColor ("Translucent Tint", Color) = (1,1,1,1) 31 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 32 | _Glossiness("Smoothness", Range(0,1)) = 0.5 33 | _Metallic("Metallic", Range(0,1)) = 0.0 34 | _Attenuation("Attenuation", Float) = 2 35 | } 36 | 37 | SubShader { 38 | /* 39 | ------------------------------------------------------------------------------------- 40 | Pass 1: draw backfacing geometry 41 | 42 | This draws with culled frontfaces, and fills the alpha channel with the z-distance in 43 | the camera's view space, relative to the object's origin. The _Attenuation multiplier is 44 | used to scale z-values in this pass and the next, so that the distance between front- and 45 | backfaces is scaled up. 46 | You can change the lighting for backfaces freely, as long as culling, blending and 47 | alpha output stay the same. I used a simple lambert surface shader here and squared the result 48 | for a more pronounced effect where backfaces catch a lot of light. 49 | */ 50 | 51 | Tags { "RenderType"="Opaque" } 52 | LOD 200 53 | Cull Front 54 | Blend Off 55 | 56 | CGPROGRAM 57 | #pragma surface surf Lambert noshadow vertex:vert finalcolor:finalColor keepalpha // Note the keepalpha pragma. 58 | 59 | sampler2D _MainTex; 60 | float4 _SSColor; 61 | float _Attenuation; 62 | 63 | struct Input { 64 | float2 uv_MainTex; 65 | float cameraSpaceZ; 66 | }; 67 | 68 | void vert(inout appdata_full v, out Input o) { 69 | UNITY_INITIALIZE_OUTPUT(Input, o); 70 | float3 camToObjectOrigin = UnityObjectToViewPos(float3(0.0, 0.0, 0.0)); 71 | float3 camToVertex = UnityObjectToViewPos(v.vertex); 72 | o.cameraSpaceZ = (camToVertex.z - camToObjectOrigin.z) * _Attenuation; 73 | } 74 | 75 | void surf(Input IN, inout SurfaceOutput o) { 76 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * _SSColor; 77 | float z = IN.cameraSpaceZ; 78 | o.Alpha = z; 79 | } 80 | 81 | void finalColor(Input IN, SurfaceOutput o, inout float4 color) 82 | { 83 | color.rgb = pow(color.rgb, 2); 84 | } 85 | ENDCG 86 | 87 | /* 88 | ------------------------------------------------------------------------------------- 89 | Pass 2: draw frontfacing geometry to calculate and store thickness in alpha. 90 | 91 | We again store the relative z-coordinates in alpha, this time for the front-facing geometry. 92 | "BlendOp Add, Sub" and "Blend Zero One, One One" sets DstAlpha to source Z minus destination Z, while 93 | leaving DstColor unchanged. 94 | */ 95 | 96 | Tags{ "RenderType" = "Opaque" } 97 | 98 | LOD 200 99 | Cull Back 100 | BlendOp Add, Sub 101 | Blend Zero One, One One 102 | 103 | Pass 104 | { 105 | CGPROGRAM 106 | #pragma vertex vert 107 | #pragma fragment frag 108 | #include "UnityCG.cginc" 109 | 110 | float _Attenuation; 111 | 112 | struct appdata 113 | { 114 | float4 vertex : POSITION; 115 | }; 116 | 117 | struct v2f 118 | { 119 | float4 vertex : SV_POSITION; 120 | float cameraSpaceZ : TEXCOORD0; 121 | }; 122 | 123 | v2f vert (appdata v) 124 | { 125 | v2f o; 126 | o.vertex = UnityObjectToClipPos(v.vertex); 127 | 128 | float3 camToObjectOrigin = UnityObjectToViewPos(float3(0.0, 0.0, 0.0)); 129 | float3 camToVertex = UnityObjectToViewPos(v.vertex); 130 | o.cameraSpaceZ = (camToVertex.z - camToObjectOrigin.z) * _Attenuation; 131 | 132 | return o; 133 | } 134 | 135 | float4 frag (v2f i) : SV_Target 136 | { 137 | return float4(0,0,0,i.cameraSpaceZ); 138 | } 139 | ENDCG 140 | } 141 | 142 | 143 | /* 144 | ------------------------------------------------------------------------------------- 145 | Pass 3: Darken destination based on thickness 146 | 147 | This pass takes the destination color and multiplies it with OneMinusDstAlpha, in effect darkening the existing fragments 148 | where z-differences are high. Where DstAlpha > 1, this will produce negative color values, which we clip in the pass after this one. 149 | */ 150 | 151 | Tags{ "RenderType" = "Opaque" } 152 | 153 | LOD 200 154 | Cull Back 155 | BlendOp Add 156 | Blend Zero OneMinusDstAlpha, One Zero 157 | 158 | Pass 159 | { 160 | CGPROGRAM 161 | #pragma vertex vert 162 | #pragma fragment frag 163 | #include "UnityCG.cginc" 164 | 165 | struct appdata 166 | { 167 | float4 vertex : POSITION; 168 | }; 169 | 170 | struct v2f 171 | { 172 | float4 vertex : SV_POSITION; 173 | }; 174 | 175 | v2f vert (appdata v) 176 | { 177 | v2f o; 178 | o.vertex = UnityObjectToClipPos(v.vertex); 179 | return o; 180 | } 181 | 182 | float4 frag (v2f i) : SV_Target 183 | { 184 | return float4(0,0,0,1); 185 | } 186 | ENDCG 187 | } 188 | 189 | /* 190 | ------------------------------------------------------------------------------------- 191 | Pass 4: clip color values to >= 0 192 | 193 | This pass ensures that DstColor values are at least 0. 194 | */ 195 | 196 | Tags{ "RenderType" = "Opaque" } 197 | 198 | LOD 200 199 | Cull Back 200 | BlendOp Max 201 | Blend One One 202 | 203 | Pass 204 | { 205 | CGPROGRAM 206 | #pragma vertex vert 207 | #pragma fragment frag 208 | #include "UnityCG.cginc" 209 | 210 | struct appdata 211 | { 212 | float4 vertex : POSITION; 213 | }; 214 | 215 | struct v2f 216 | { 217 | float4 vertex : SV_POSITION; 218 | }; 219 | 220 | v2f vert (appdata v) 221 | { 222 | v2f o; 223 | o.vertex = UnityObjectToClipPos(v.vertex); 224 | return o; 225 | } 226 | 227 | float4 frag (v2f i) : SV_Target 228 | { 229 | return float4(0,0,0,1); 230 | } 231 | ENDCG 232 | } 233 | 234 | /* 235 | ------------------------------------------------------------------------------------- 236 | Pass 5: This pass adds the final front facing color and lighting. 237 | 238 | You can plug any surface (or frag) shader in here, provided that the blend operations stay the same. 239 | */ 240 | 241 | Tags{ "RenderType" = "Opaque" } 242 | 243 | LOD 200 244 | Cull 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![project screenshot](https://i.imgur.com/qKVKUfo.jpg) 2 | 3 | A proof of concept for a translucency / fake subsurface-scattering shader, based on multiple passes. 4 | 5 | This technique stores view space z-coordinates in the framebuffer's alpha channel. It performs several passes with different blend operations to mask out light from backfaces based on the difference in depth between front- and backfaces. 6 | The shader requires HDR rendering (for a 16 bit alpha channel) and uses a total of 5 drawcalls, but it works without thickness maps, wrap lighting or reading from the depth buffer, and it can handle animated geometry. 7 | Only tested on Windows/DirectX. 8 | 9 | The sample project uses test models downloaded from Morgan McGuire's Computer Graphics Archive https://casual-effects.com/data 10 | The proof of concept shader itself is MIT-licensed (license placed at the top of the shader file). 11 | 12 | ![overview](https://i.imgur.com/0cOejYS.jpg) 13 | --------------------------------------------------------------------------------