► Subsurface Scattering Shader ◄

Purchase Subsurface Scattering Shader

Package contains high quality shaders with SM2 and SM3 support.
Includes Mobile vertex lit shaders (all light and SSS calculations are done per-vertex in a single pass).
Includes Curved World compatible shaders.

Try web player

Promo video for version 1.0




Update history

v2018.1
• Added fog support for mobile VertexLit shaders.

v2017.1
• Compatible with Unity 2017.x

v3.2
• Unity 5.5 compatible
• Added Transparent shaders

v3.11
• VacuumShaders assets synchronization. Required update for all VacuumShaders assets.

v3.1
• Added DX11 tessellation shaders.
• Added Curved World shaders. (Only for Unity 5. Requires Curved World asset).
• New improved shader fallbacks.

v3.0
• Unity 5 ready.
• New improved SSS algorithm with Advanced Translucency option.
• Material editor provides Advanced Lighting controls.
• Ambient lighting and dynamic global illumination are optional.
• New improved GUI

v2.1
Added Rim effect. Effect is optional and can be turned On/Off inside material editor. Mobile vertex light shader calculates rim effect per vertex.

v2.0
Added Mobile VertexLit shader.

v1.1
Added new shaders with separate control of specular, bump, reflection and cutout

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3 Likes

Subsurface scattering shader 2.0 has been released.

https://www.assetstore.unity3d.com/en/#!/content/3254

Added mobile version VertexLit shader. All effects and lighting is calculated per vertex in single pass.
Light count that effects shader is optional through material editor.
As on mobiles using Power function is not quit good, Translucency Power function is replaced with pre-calculated option with 1, 2, 4, 8 and 16 values.

VacuumShaders

Hello Davit,
I bought this package. Great shaders.
however i’ve 2 questions;

  • Is it possible to include rim lightning to the shaders?
  • Could you add some documentation, especially how to set up the translucency map; Maybe add some demo ?

Tnx in advance.

Greetz,

G

@gpvd

  1. I’ll try to add rim effect. It will be optional parameter inside material editor
  2. Translucency map controls color and “density” of the SSS effect.

Hi,

Tnx for looking into it.

About translucency; When i create a map for it, is it enough to only higlight the parts that most have some translucency (similar to AO) or must it also include a normal map? Or are the normals for translucency read from the bumpmap?

@gpvd
In translucency map you higlight parts that have most translucency (similar to AO), including color, not normal map.

Update 2.1 has been released.

Added Rim effect.
Effect is optional and can be turned On/Off inside material editor.
Mobile vertex light shader calculates rim effect per vertex.

Wow,

Many thanks for the quick implementation.

Keep up the good work!

Greetz,

G

1 Like

Merry Christmas for everyone!

Free voucher code: Redeemed
To redeem this code go to Asset Store - User Account page - Redeem Voucher.

Be the first one to grab your free copy!

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Hi .

Thanks , very cool shaders .Redeemed :slight_smile:

Congratulations! Hope you enjoy using it. Please take your time to rate the asset using the asset store page and feel free to leave any feedback in this thread.

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i already bought… will say its a must have. Works in unity 5 fine.

Does the asset include source code, or just compiled shaders? I’m a shader maker myself, and would love to see the techniques you are using.

Shaders inside my packages are not compiled.
All scripts and editor files packed in .dll

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I just wanted to say great shader! I had an idea about an environment today and with a little bit of search I found this. It works really well. Currently I am doing some R&D for our game (Radial-G) and i can really see this working well. I am a little bit confused about the difference of the diffuse vs the translucency texture - in theory everything is good but it seems that the diffuse has a bit too much effect on the overall brightness - at the moment I am simply trying to include an AO layer in my texture to get some more shading definition and I ve found it a bit difficult to balance the effect. (well maybe I just need to spend a bit more time on it). Anyway great work thank you for making this available, I just wanted to share my results today: 1st image is with just the SSS shader and 1 directional light, the 2nd image uses 5 point lights, 1 directional and colour LUT for the purplish tint (expensive but pretty).


1 Like

@BDykes
Interesting environment. It’s always good for me to see where and how my shaders are used.

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On the youtube video Daniel Pendergast asks:
“Wow! How does it not require Unity Pro? And how did you get around not using ‘GrabPass?’”

And you respond:
“Shader is opaque, it does not require GrabPass. Magic is in math :)”

Is this magic math accessible in the package (i.e. isn’t in the .dll)? What do you mean by “scripts and editor files” in this instance? Thanks for your help. These shaders look amazing.

@mysteryDate
“Magic is in math” - I mean shader itself, its algorithm.
Script and editor files - files that I use in my packages to make shader usage more easy. They contain for example: guiskins, images, some custom editors scripts and so on. Distributing such files is easier within one dll, then have dozen of unnecessary files in project.

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Cool! Thanks so much for your help. This package is amazing (playing with it now). I like what you did with the code, having all the shaders reference a few files, keeps things cleaner.

Could you give me information how to make morning grape?
I hope to know how to twinkle light in background and how to adjust camera for distance of light.
Thank you in advance.