» lambSkin
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effect point-light translucent


A lambertian-like surface with light "bleed-through" -- appropriate for soft translucent materials like skin. The "subColor" represents the tinting acquired by light diffused below the surface.
Set the "rollOff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal.
Versions are provided for shading in pixel or vertex shaders, textured or untextured.


22.06.10 [15:31 UTC] by dottore | 1138 downloads

DiMiX 22/02/2017 - 00:07

anyone with DX11?

colorsound 22/02/2017 - 10:50

HI , I tried porting in here sometime ago from nvidia examples, dx11-modules-and-shaders-addition-ii, not sure how well it works

DiMiX 22/02/2017 - 16:45

Thanks. It's working. Any ideas how to get "SUB SURFACE SCATTERING" look with "bleed through" color?

mburk 22/02/2017 - 19:21

This depth map approach looks promising and relatively easy to implement: http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html

anonymous user login


~10h ago

io: @sinao build the cube in a 3d editor soft such as Blender and do the UV mapping there

~19h ago

sinao: one side

~19h ago

sinao: How to apply texture only on one of a cube?

~1d ago

tonfilm: Just updated the CraftLie rendering pack to latest: craftlie-dx11-drawing-for-vl

~5d ago

microdee: 2 seconds later: I asked before googling, but why do you need OS support for texture compression?

~5d ago

microdee: what's BC7?

~5d ago

antokhio: https://aka.ms/AA65g28 upvote pls for bc7 support in windows