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Question by Adalberto · Aug 06, 2012 at 07:34 PM · shadertranslucent

Help to do translucency + subsurface scattering

Hi,

I need make a shader with this behaviour

alt text

no blocking

alt text

blocking with light color

alt text

blocking with darkcolor

In that images, the light source is behind the "wall" and have a torus between the wall and the light source

I know that shader in the images have subsurface scattering, and this isn't a problem for while. The main problem is, how I can do the real translucent effect ( the shadow effect when some object block the light) using Unity shaders? Its possible?

I'm trying do it using a custom shader with differents transparency type + subsurface scattering, but the final result is so bad. I also tried using this approach link text but the result had a strange behaviour.

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Answer by ScroodgeM · Aug 06, 2012 at 10:03 PM

one of the possible way that can be realized in real-time:

  • render a depth-texture from point of light to draw all objects that hides wall from light. here we got a map of actual hard shadow on wall side turned front to light.

  • apply some blur effect on this texture

  • put this texture as self-illumination with color of material on the back side

not a cheap method, but should give you what you want...

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avatar image Adalberto · Aug 07, 2012 at 11:50 AM 0
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thaks for this idea, but I never used depth-texture. Do you have some tips/tutorial to I learn how to use it?

avatar image ScroodgeM · Aug 07, 2012 at 11:56 AM 0
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you need just a simple camera (orthographical for direction light, perspective for spot/point), and render it's image not to screen but to render texture. this texture should be depth:

http://docs.unity3d.com/Documentation/ScriptReference/RenderTextureFormat.Depth.html

avatar image Adalberto · Aug 07, 2012 at 03:10 PM 0
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thanks, works fine for me =)

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