i have just started to port some lux shaders to unity 5 beta (latest tested version: RC3).
the first one is the lux pre integrated skin shader – which got a little update and now supports “deep subsurface scattering” or translucency.
thank you mike.
still some wok to do like solving large scale sss issues when using point or spot lights.
may be the upcoming betas will help (by improving the shadow quality), may be i will have to come with an own solution.
soft spot light shadows are done – at least for opengl.
so subsurface scattering looks a bit better for spotlights. nevertheless i am not really sure if it worth adding it as it would cause sampling the shadow texture 25 times instead of just 4 times…
sss for spot lights is applied using depthtexture*depthtexture to smooth it out a little bit more.
but i am still not really convinced by the softened shadows.
if one looks from the light’s direction things are completely different however: using a custom 5x5 pcf shadow filtering will give you real smooth shadows whereas unity’s built in functions will not.
what do you think?
lars
just to compare the edge (as the animated gif more or less made it look the same)
Hi,
I have tested LuxSkin in Windows 7 with Ub17 and Ub18 but don’t work (always pink)…
the shader error is: “cannot map expression to ps_4_0 instruction set”
hi there,
i have managed to reproduce the compiler error.
and as thundertruck said: ps 4 does not like the dx11 “branch” which uses “ddx_fine” instead of “fwidth”.
using: #if (SHADER_TARGET > 40)
instead of: #if SHADER_API_D3D11
does the job without adding #pragma target 5.0 which would make the shader not compile for opengl or dx9.