Does anyone know of a good way to get dynamic shadow calculations into an irradiance map for texture space diffusion (so I can perform an approximation of subsurface scattering)? I managed to create an irradiance map by having the vertices place themselves into their UV coordinates (see GPU Gems) and rendering it with a second camera.
However, by doing this, I lose dynamic shadows. Is there a better method of doing texture space diffusion that preserves dynamic shadowing? Or a way off adding the shadows back in to the irradiance map?