Post news RSS Pre-alpha 0.2 – Screen space sub surface scattering – masked per pixel

August tech update: Masking technique for (deferred) post processing effects. Starring: stencil buffer and replacement shader

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Hi and welcome to this August dev update. This time about a more technical aspect of the game: Sub surface scattering for deferred rendering.

I'm using the stencil buffer and Unity's replacement shader rendering to accomplish texel based masking. You can read all about it in this blog post:

Rollinsforge.com

post img 2018 02 preAlpha02 ssss


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