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

Download

Download
Windows-Demo.zip 31 MB
Download
Linux-Demo.zip 34 MB