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

Posted by on

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:

post img 2018 02 preAlpha02 ssss

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.