effect
A lambertian-like surface with light "bleed-through" -- appropriate for soft translucent materials like skin. The "subColor" represents the tinting acquired by light diffused below the surface.
Set the "rollOff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal.
Versions are provided for shading in pixel or vertex shaders, textured or untextured.
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anyone with DX11?
HI , I tried porting in here sometime ago from nvidia examples, dx11-modules-and-shaders-addition-ii, not sure how well it works
Thanks. It's working. Any ideas how to get "SUB SURFACE SCATTERING" look with "bleed through" color?
This depth map approach looks promising and relatively easy to implement: http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html