Last updated on
Jul 13, 2023
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Lib SSS - Shader API
lib-sss.glsl
Public Functions: getSSSCoefficients
Import from library
import lib-sampler.glsl
The scalar SSS coefficient texture
//: param auto channel_scattering uniform SamplerSparse sss_tex; //: param auto scene_original_radius uniform float sssSceneScale; //: param custom { //: "label": "Enable", //: "default": true, //: "group": "Subsurface Scattering Parameters", //: "description": "<html><head/><body><p>Enable the Subsurface Scattering. It needs to be activated in the Display Settings and a Scattering channel needs to be present for these parameters to have an effect.</p></body></html>" //: } uniform bool sssEnabled;
Select whether the light penetrates straight through the material (translucent) or is diffused before starting to scatter (skin).
//: param custom { //: "default": 1, //: "label": "Scattering Type", //: "widget": "combobox", //: "values": { //: "Translucent": 0, //: "Skin": 1 //: }, //: "group": "Subsurface Scattering Parameters", //: "description": "<html><head/><body><p>Skin or Translucent/Generic. It needs to be activated in the Display Settings and a Scattering channel needs to be present for these parameters to have an effect.</p></body></html>" //: } uniform int sssType;
Global scale to the subsurface scattering effect
//: param custom { //: "default": 0.5, //: "label": "Scale", //: "min": 0.01, //: "max": 1.0, //: "group": "Subsurface Scattering Parameters", //: "description": "<html><head/><body><p>Controls the radius/depth of the light absorption in the material. It needs to be activated in the Display Settings and a Scattering channel needs to be present for these parameters to have an effect.</p></body></html>" //: } uniform float sssScale;
Wavelength dependency of the SSS of the material
//: param custom { //: "default": [0.701, 0.301, 0.305], //: "label": "Color", //: "widget": "color", //: "group": "Subsurface Scattering Parameters", //: "description": "<html><head/><body><p>The color of light when absorbed by the material. It needs to be activated in the Display Settings and a Scattering channel needs to be present for these parameters to have an effect.</p></body></html>" //: } uniform vec3 sssColor;
Return the material SSS coefficients
vec4 getSSSCoefficients(float scattering) { if (sssEnabled) { vec3 sss = sssScale / sssSceneScale * scattering * sssColor; return vec4(sss, sss == vec3(0.0) ? 0.0 : 1.0); } return vec4(0.0); } vec4 getSSSCoefficients(SparseCoord coord) { if (sssEnabled) { return getSSSCoefficients(getScattering(sss_tex, coord)); } return vec4(0.0); }