Screenspace subsurface scattering, and various tweaks

good old SSSSS.

tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
This commit is contained in:
Xonk
2023-06-01 17:41:06 -04:00
parent 3b8cc5a19a
commit 2ac0cda149
15 changed files with 245 additions and 247 deletions

View File

@ -188,12 +188,12 @@ void main() {
}
#ifdef LabPBR_subsurface_scattering
// #ifdef LabPBR_subsurface_scattering
float SpecularTex = texture2D(colortex8,texcoord).z;
float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0);
#else
float LabSSS = 0.0;
#endif
// #else
// float LabSSS = 0.0;
// #endif
#ifndef Variable_Penumbra_Shadows
if (translucent && !hand) minshadowfilt += 25;