» 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 | 969 downloads

DiMiX 22/02/2017 - 01:07

anyone with DX11?

colorsound 22/02/2017 - 11:50

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 - 17:45

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

mburk 22/02/2017 - 20:21

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

anonymous user login


~24h ago

keftaparty: Hey microdee, or take some holidays, it's nice :-)

~1d ago

microdee: meanwhile, I became available for freelancer/contractor/even full time jobs, in case anybody is in hiring mood, wink wink ;)

~1d ago

skyliner: @sinus: top notch! ;)

~1d ago

sinus: @skyliner: the top boys/creators of notch here: https://www.youtube.com/watch?v=2JzG-Y3YOdk

~3d ago

karistouf: thank you joreg, but external solution from VVVV is not possible.

~3d ago

catweasel: @joreg, I'm not sure he did ;) But if you do use timeliner use this as well autosave as well.

~3d ago

joreg: if anyone knows more osc timelines please put them there as well!

~3d ago

joreg: @karistouf he meant to say there are alternatives. i put some here: animation