Simple simulation of subsurface Scatting

Source: Internet
Author: User
SSS is short for sub-surface scattering. The physical meaning is because my level is too low. Sorry to say that. GPU
A Method on gems that uses two depthtexture to extract the thickness of an object against the eye.
The thicker the image, the less transmission. It presents an object with a translucent effect.
On the MRT card, you can use three passes. The first pass renders the longest distance (maximum depth), and the second pass renders the smallest distance, and draw the light of the object itself (normal rendering), here two render are used
Target. Finally, the thickness information is converted into transmission and scattering information.
The effect is as follows:






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