SSS for URP
A downloadable asset pack for Windows and Linux
This is an implementation of the Separable Subsurface Scattering Algorithm for the Universal Render Pipeline. The algorithm was invented by Jorge Jimenez in 2011. This implementation also supports translucency. It is diffusion profile based, with support for up to 40 different ones. Required is the support for multiple render targets.
Performance:
Tested on MX150 with a Intel® Core™ i5-8250U, Vulkan backend, URP was at max settings
- 768p (in editor): ~ 170fps
- 1080p (in editor): ~100fps
- 1440p (in editor): ~61fps
- w1440p (in editor): ~45fps
Currently only limited support for defererred
Buy it here
Status | Released |
Category | Assets |
Author | Fal Effects |